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This is a collection of the *best* work I have to show, from the most recent/relevant games to my older titles. I am constantly learning and updating these projects; however, there's a lot that is still in development and not displayed yet.

Feel free to ask me about what else I'm up to!

Mawforged

by Axiosys

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Mawforged is a first-person fantasy-survival set in the underground of the Maw. I am currently designing a range of levels as part of the open world, which includes the tutorial level. When designing these areas, I always made sure to keep realism and 'imperfection' in mind to ensure the game felt as immersive as possible.

  • Tutorial Level

  • Key POI's

  • Open World Navigation

  • Playtesting

Hunt The Witch

Personal & Student 

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For my final-year dissertation, I explored stereotypes within game narratives and produced a dialogue-led game that highlighted real-world issues realistically. The story followed an 18th century girl accused of witchcraft, and I designed branching narrative choices which effected the game's events and story direction. As the solo creator, I developed my own dialogue system that used in-game actions and choices to change the course of events and ultimately the player's experience.

  • Branching Narrative Planning

  • Dialogue Writing

  • Mechanic & System Creation

  • Quest Writing & Design

Floor-54

Peer Project​

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This is a horror-themed roguelike dungeon crawler where I acted as Team Lead, Game/Level Design Lead and Narrative Designer for a group of 30+ peers. I ensured the game's direction was cohesive while also designing a range of levels for gameplay, including the tutorial and final/hardest levels. The player embodies a 'substance' in a mech suit that must escape a laboratory overrun by machine-fused insects, so I felt it important to reflect destruction and gore elements throughout my designs.

  • Designed Tutorial Level

  • Multiple Level Designs

  • Core Game & Mechanic Design

  • QA and Feedback on ALL work from the team

  • Full Environmental Design

The Forest

Personal

Wanting to explore Unreal Cameras, I planned and shot my own cinematic with free mega scans and my own animations created in Unreal Engine. The cut-scene is game-ready, and only Adobe Lightroom was used for colour correction and slight edits.
The story hints at some sort of escape/chase with a main character and uniformed officer, and is designed to be the opening cinematic when starting a new game/quest.

  • Storyboarding

  • Unreal Sequencer Cutscene

  • Unreal Animations

  • Video Editing

Movie - Counter Strike 2

Personal

 

Using Source 2 and the Hammer editor, I designed and built a competitive and casual tactical fps map for the game Cs:Go/Cs2. When designing, I focused on player positioning and balancing sightlines between the two sides which allowed for quite a fair map whether you were an attacker or defender.
The theme of the map is a movie or filming set, with 2 sites that have very different visuals and playstyles to help players navigate and orient themself easily. The map also features multiple flanking routes, risky parkour and a long corridoor mid for longer range weapons that the smaller sites struggle to utilse.

  • FPS Level Design

  • LoS & Player Movement Design Theory

  • Playtesting + Results Analysis

  • Tactical Set Dressing

The Expedition

Group - Student

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As part of my studies, I joined a team of 20 peers to create a vertical slice in 9 weeks. I took the role of game designer with a focus on core pillar and mechanic design, and I also made promotional material for the game including a gameplay trailer. It was a daunting role initially, as I had never edited or shot a video before, but with our tight deadline I managed to record and produce a trailer within 12 hours. 

When desigining for mechanics and core gameplay, I focused on 3C's design and making this top-down feel as natural as possible to control and navigate with.

  • Mechanics Design

  • Unreal Engine Sequencer

  • 3C's and Core Pillar Design

  • Video Editing

Sakura - Fortnite Prop Hunt

Personal

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Fornite has had a 'creative' mode for some time, however more recently added Unreal Engine intergration into their games personal world builder. It's extremely user friendly, and wanting to test my ability to pick up *new* game software, I challenged myself to make a mini-game without external material or tutorials.

I designed and built a prop hunt map that utilised the item 'Prop O Matic'. The map has 4 sections, each with a different theme, and uses vertical level design as well as physical size to create fun and interactive gameplay between hunters and hiders of all sizes.

  • Mini-game Level Design

  • UEFN

  • Game Rule Design

  • Set Dressing

Bridge - TF2 Map 

Student

 

As a fan of tactical shooters, I chose Team Fortress 2 as a game to design a level for. The focus was on tactical sightlines and creating a range of areas where each type of character could not only play but also excel in.
The map is themed around the large bridge that joins the two sides, with a range of cover from surrounding sniper nests and underground flanking routes.

I conducted extensive playtesting on the map with peers, bots and the general public to analyse different levels of playstyles and map balance. 

  • Tactical FPS Level Design

  • LoS Design

  • 'Hero Shooter' Character-Space Design

  • Game Rule Design

Boo's Farm

Personal

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When learning C++ for Unreal Engine, I made a small farming game. I used C++ for all main systems and the games framework, with opened blueprint values for any design aspects that a game designer would need access to. This project was a challenge as I started with 0 knowledge and chose to make my own inventory memory system for a 'Selling Bin' game loop.

The game works well as intended, with additional gameplay for foraging and multiple seed options. Despite not being polished, the game acted as a first step into visual code and set me up to continue my learning.

  • C++ with Unreal Engine

  • Visual Studio

  • Debugging

  • Game Mechanic Prototyping & Design

Deek's Goblin Run

Personal

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Deek's Goblin Run is a third-person adventure puzzler game that follows a small goblin on his journey to escape the dungeons of a castle with as much gold and treasure as he can carry! 

I focused on designing fun and easy levels that allowed all types of players to enjoy the game, with clear puzzle mechanics and corridor-like level design to keep game flow consistent and continuously moving.

  • Quest Design

  • Puzzle Mechancis

  • Puzzler Level Design

  • Game Rules Design

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