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Design

I have experience in broad Game Design, Level Design, and Content Design. Responsibilities include designing and implementing core game mechanics, game balance, and level design. My passion for game design is fuelled by the desire to create timeless experiences that people can enjoy for years to come.

Game Design

Palindra

PosterPalindraSMALL.png
  • Lead designer working on various aspects of the game, including:

    • Game mechanics (puzzles, time travel, and interactions)

    • Level design (house layout, environmental storytelling)

    • UI/UX design (menus, HUD)

Prototyped and implemented various puzzles such as:

  • Piano puzzle which requires players to find the correct notes in a specific order to unlock a door.

  • Fireplace puzzle that physically changes the environment, revealing hidden clues.

  • An environmental painting puzzle that requires players to identify the primary colour of a painting to unlock a safe.

I worked alongside three programmers and six artists to create this game over the span of 7 weeks.

Images
Repository

Development

Project Management

JetBrains Rider

Trello

GitHub

Google Drive

Unity

Discord

    Neon Rivalry

    NeonRivalry_COVERART.jpg
    Official Trailer

    Neon Rivalry is a couch co-op 2.5D Fighting game created in Unity.

    Lead designer and programmer on this project, working with a team of six members consisting of three programmers and four artists.

    • Responsibilities included designing and implementing core game mechanics:

      • Movement

      • Attacks

      • State machine

      • Character balancing

      • Levels

      • UI

    Images
    Neon Rivalry Repository

    Development

    Project Management

    JetBrains Rider

    Trello

    GitHub

    Google Drive

    Unity

    Discord

      PLORA

      ploracoverlogo

      PLORA is a 3D infinite runner game in a 2D-perspective, created in Unity HDRP.

      • Created in Unity by a team of 14 members consisting of four programmers, six artists, three designers, and a producer.

      • Primary role was technical designer and programmer for the player character and the game's core mechanics:

        • Player movement, collision, interaction

        • Submarine mechanics; Repair, Refuel, Recharge

        • Custom inspector tools for designers to easily tweak game values and balance

      Images PLORA Repository

      Development

      Project Management

      JetBrains Rider

      JIRA

      GitHub

      Miro

      Unity

      Discord

      Perforce

      Perforce

        STOKOS

        stokos.png

        STOKOS was a three-day game jam created with two programmer friends.

        • Responsibilities included:

          • Player Mechanics (Movement, Jumping, Death)

          • Level Design & Balance

          • Planned, balanced, and implemented the Spider's animated path

        STOKOS Repository

          Last modified: 31 July 2025