Mawforged
by Axiosys
​​
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
​​
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​
​
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
​
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
​
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
​
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
​
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







