Independent game developer with 8+ years of Unity experience and a proven track record of shipping polished titles. Specialized in level design for 3D environments with expertise spanning the full development pipeline. Creator of a Plenty 'O' Exploration, Fallout 4 mod with 3M+ downloads (Nvidia competition finalist), demonstrating ability to design compelling explorable spaces with environmental storytelling. Passionate about crafting intuitive, engaging player experiences, full of interesting and grounded environments.
PROFESSIONAL EXPERIENCE 
Independent Game Developer & Team Lead 2018 – Present Published Titles: Shipped 2 complete games to Steam (~100 copies sold). 
Full Steamworks integration including achievements, cloud saves, and store management.
Hexcavator (2024) — 3D reimagined hexagonal minesweeper with progression systems, upgrades, and cosmetics. Designed intuitive 3D spatial puzzle mechanics and reward loops for player retention.
Pop The Corn: Kernel Clicker (2023-2024) — Complete incremental game with balanced progression curves. Developed during university final year while managing full course load. 
Skully's Redemption (In Development) — 3D first-person metroidvania inspired by Undertale, Resident Evil, and Dark Souls. Designing large-scale interconnected world with modular tile systems and dynamic loading/unloading for performance optimization. Focus on environmental storytelling and player-driven progression. 
Dead Air TV (In Development) — Episodic horror anthology game inspired by Fears to Fathom. Designing self-contained horror experiences with unique environmental themes. Targeting sustainable production of 3+ episodes in 2025. 
Plenty 'O' Exploration - Fallout 4 Mod — Created extensive environmental content adding multiple explorable interiors to Fallout 4. Achieved 3M+ downloads across all platforms and 3rd place finalist in Nvidia-hosted modding competition. Designed levels featuring environmental narrative through prop placement, terminal entries, and spatial storytelling.
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Timber Falls — University Group Project, De Facto Project Lead University of Hull, 2022-2024 
Multi-Zone Level Design: Designed and built 3 of 4 game zones (Zone 1, 3, 4) from concept to completion, demonstrating ability to maintain consistent quality across multiple environments. 
Project Management: Managed entire production pipeline when team struggled to deliver—coordinated tasks, set milestones, and ensured project completion on schedule. 
Full Art Pipeline: Created all game assets and environmental art, handled scene polish, lighting, and final visual quality pass. 
Systems Design: Established core gameplay systems and balanced mechanics across all zones for cohesive player experience. 
Cross-Discipline Leadership: Effectively served as Lead Artist, Level Design Lead, UI/UX Designer, and Project Manager simultaneously—directly relevant to collaborative studio environments. 
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Game Modding Experience 2016 – 2018 Created mods for Human Fall Flat, Barony, and Fallout 4, demonstrating adaptability across different engines and systems. Developed understanding of performance constraints and technical limitations when working within established game frameworks.
Below are images of various environments within games and projects I have created, some are in projects I'm still working on and are rough, but I think paint a useful picture of the environments I create and the range of types I have experience making. Interior and Exterior environments alike.
Here are some videos from Skully's Redemption, these are from builds I made only to keep a record of the progress I made and are full of issues, but they at least show the changes I made to the level and flow, and the game/level has changed even more significantly in the newest state, as these videos are a few years old. Newer designs and improvements can be seen in the images above, as some areas lacked gameplay and I disliked the flow overall.