About
I am a Narrative Designer and Indie Game Developer that enjoys working on large fantasy projects that convey positive change within society while staying fun and memorable. I've worked as a team on games such as 'Macabre Mountain' and 'Nerve', as well as solo projects like 'Vultus' and 'The Saviour'. I am currently working on 'The Red Thicket' which promises to show my creativity at the highest degree.
My work-ethic is highly based on communication and inclusion, and a willingness to learn from co-collaborators who have more experience in chosen subjects. While I have learnt a wide spectrum of the game development world, my focus is on narrative design roles within the industry. My projects in the development and art sides of game design have taught me the roles my peers will be working in, and how to help them, making sure tasks are manageable or not to big of a scope within allotted times.
I spend my free time reading and working on the ever-growing Dungeons & Dragons world I have made, and enjoy discussions of fictional characters & themes.
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My Skills & Repertoire Include:
-Unity Engine (Including C#, Fungus, Playmaker)
-Unreal Engine
-Articy Draft X
-Obsidian for in-house wikis
-ClickTeam Fusion for prototyping & smaller projects
-Working in Art pipelines (Blender/3DS Max to Substance Painter to Engine)
-GitHub Desktop & Sourcetree repo collaborative work
-Short/Time shortage projects in the form of many GameJams
-Design Documentation
-Team collaboration in brainstorming sessions & stand ups
-Project Management using Jira & Miro
-Whitebox/Greyboxing & Prototyping




Professional Work
These projects were developed under professional deadlines and some have been updated and improved after these dealines. I have attached design documentations and/or Miro and Jira boards to certain projects.

01
The Red Thicket
Isometric Mini-Army simulation, using Tetris-like game pieces to attack and defend. Full single-player campaign with narrative elements.
02
The Saviour
Interactive Narrative game, focusing on two characters within The Endless Expanse, ferrying people towards a newly made city. Salvatore Relicio's clairvoyance is never wrong, and this makes his dynamic with his friend Tahkum Martyris difficult at times...
This was a solo project that took me a few months to create, it is still being updated with new endings and cleaning up dialogue and UI errors. I have Miro Boards and a Jira project that you can have a look at to see my development process!

03
Macabre Mountain
You play as a hired blade tasked with culling the problem that has infected the local flora and fauna, which has now spread the infection to people. This dangerous moss covered pathogen has made the forest into a twisted dreamscape filled with ravenous beasts and strange geometry. Navigate your way through the nightmare to uproot the corruption at its source.
A team project by 'Team Koopa'. I worked on the narrative aspect of the game, as well as the tutorial section and weapon mechanics and interactions.
04
Vultus
A Rouge-like fast paced gold grabbing game, where you risk your life for treasure in a crumbling ancient magical tower called 'Vultus'
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A solo project, I created the assets using 3DS Max and Substance Painter, then programming in C# using Unity. All apart of the larger world of The Endless Expanse.


Personal Projects
These projects are what I like to work on when taking breaks from my professional ones. These contain my passions and hobbies are likely less annotated than they should be. I've attached relevant links and GitHub repos for your viewing convenience.
The Relic Engine
A D20 Style Engine I've been working on that can handle multiplayer table-top sessions for games like D&D, Pathfinder and Homebrew. It has character sheet functionality and turn based, movement and attacks. Inspired by Baldur's Gate 3's combat mechanics.
This screenshot shows developer UI and is still under development


Nerve
5 Day GameJam
Nerve is a team project I collaborate in with some friends for a GameJam in 2023. I worked on the first chase section of the game, as well as implementing art assets I was given by my lovely art team.
Development Process
This section showcases my processes behind the games I work on. Each project will have Miro Boards, Design Documents, Spreadsheets or Jira Boards to communicate my development and ideas.
Blog & Media Analysis
This is where I discuss my favourite pieces of media or ones that I believe need to be talked about. Currently, I have plans to write about The Good Place and how it tackles the "Doomed by the narrative trope", The Owl House and how it explores horror in kids media. As well as how Epic the musical changes the story of The Odyssey to more fit with the Hero's Journey archetype.
A Narrative collection of all available information on Cloud Imperium's Squadron 42, and my own narrative considerations on potential story beats and act structure. I have collated characters and enemies within the story that could be relevant as well as actions players can take that will impact the living world of Star Citizen.