Showcase

Professional Work

Star Citizen (2021)

Cry Engine - Modified Lumberyard

Sole Level Designer responsible for re-design ideation, pitching and director vision alignment.

Took both maps from blockout through to final release, iterating based on playtest feedback and data.

Working closely with two artists to ensure visual quality met the gameplay intent.

Star Citizen (July 2019 - Dec 2021)

Cry Engine - Modified Lumberyard

Worked as part of a small feature team charged with bringing 'combined arms' gameplay to Star Citizen. Led the pitching, blockout and iteration of a large gameplay area that focused on the interaction of ground troops and ships. A part of regular play test and feedback sessions with QA and CIG Directors.

PSVR2 Launch Title (Oct 2022 - Feb 2023)

Unreal Engine 4

Brought on to maintain a mission until release. Overhauling the level streaming setup to ensure the level would perform as optimally as possible. Acclimatised to VR workflows and slotted into the new team quickly. Mostly bug fixing and QOL changes to improve level flow based off of direction from the Design Lead, ensuring work was checked before being submitted.

Unannouced GaaS title

Unnanounced GaaS Title (Jan 2022 - Feb 2024)

Unreal Engine 5

Sole Level Designer in pre-production exploring blockouts for potential mechanics.

Working to find the best balance between contrasting systems through level exploration.

Later, the team expanded, in the following months I helped onboard the new Level Designers, including my new Lead, and made myself available to help as much as possible.

My work was chosen multiple times to represent our game in deliverables to Sony XDEV.

Personal Work

Theme "Antiquated Future" (Sept 2023)

Unreal Engine 5 - Epic Megajam 2023 Submission

Working in a team of 3 over the course of a week, this gave us more time than the usual 48 hours.

I developed the world with landmarks that would feel interesting to reach and explore, emphasising player discovery as they search for their goal. I also maintained visual consistentcy through material and lighting changes. Finally defining our tutorial space, that introduced our mechanics.

Counter-Strike: Global Offensive (Aug 2018 - Dec 2018)

CSGO SDK

Built for my University Final Year Project, alongside being entered into a community competition.

'Quaint' was my third CSGO level, and represents the culmination of all my work up until that point.

I worked through over 40 versions, running playtesting, gathering feedback and iterating to develop the layout. I also detailed and lit the level based off of reference I had gathered locally.

Far Cry 5 Arcade Editor (Jun 2018)

Modified Dunia 2

The result of a weekend challenge I set myself, structured to accommodate multiple play styles.
I wanted to create a single player outpost to show I can make more than just multiplayer levels.
Using the rule of thirds to frame my objectives from a raised vantage point as shown above.

Theming sections based on the narrative of the space, like the 'Prison' spawn and 'Camp' side path.