
Game Design Portfolio
Commercial Titles


Personal Projects
Tabletop Content


About Me

Screenbound is a first-person platformer that unfolds in both 2D and 3D simultaneously, with the player’s actions in the 3D world mirrored in 2D through the Qboy.During my time on the project, I worked extensively with the level creation tools to build and refine levels for the first Cartridge, which focuses heavily on platforming. I also contributed to broader design discussions covering long-term rewards, secret levels, and overall game progression.For the second Cartridge, where gameplay shifts to a top-down, The Legend of Zelda-inspired style, I took the lead on defining its look and feel. My work included establishing progression goals, designing dungeon layouts and key items for every level, and collaborating with another designer to create interconnected overworlds.As a fan of retro gaming and early Nintendo titles, Screenbound was a joy to work on. I’m proud of my contributions and grateful for the opportunity to step into a lead role for the game’s later content.Screenbound is available to wishlist now!

Golf With Your Friends 2 is the sequel to the popular mini-golf game, featuring cross-platform multiplayer for up to 12 players across six 18-hole courses. I joined the team right at the start of development, working alongside several other designers to bring the courses to life.My contributions included significant work on the first course, Skate Park, as well as Space Pinball, Rooftops, and Zen Garden. I also played an active role in playtesting and providing feedback on courses I wasn’t directly building, helping to refine the overall player experience.In addition to course design, I later took ownership of the optional game modes, Speed Golf, Party Mode, Hockey, and Dunk. For these, I implemented mode-specific gameplay elements into existing courses, such as adding item blocks for Party Mode, or hoops for Dunk, to enhance the competitive fun.Working on Golf With Your Friends 2 was an incredibly rewarding experience. Watching each course evolve, from rough blockouts to polished, fully-arted levels, was a highlight of the project, and seeing players and other developers alike enjoy them made all the effort worthwhile.Golf With Your Friends 2 is available to wishlist now!

Southfield is a multiplayer, physics-driven farming game where players step into the shoes of Bud. Alone or with friends, they work to cleanse the land of a strange corruption that warps everything it touches.I joined Southfield in the very early stages of production at Radical Forge, working alongside a small group of designers. My primary focus was building several of the game’s core systems, including resource harvesting, farming, and the day/night cycle. I also ensured these systems interacted seamlessly. For example, tying crop growth rates and resource respawns to the time of day.Beyond systems work, I collaborated closely with the wider design team to shape the game’s core experience. This involved defining the moment-to-moment gameplay and pinpointing what truly makes Southfield unique.Being part of those early ideation and development stages was incredibly rewarding, and it’s been exciting to watch the game grow from its earliest concepts into the experience it is today.Southfield is available to wishlist now!

Empyreal is a sci-fi action RPG developed by Silent Games. Players take on the role of a mercenary and member of a research expedition to an uncharted planet. There, the team discovers an ancient, colossal monolith built by a long-lost civilisation. The player must explore this mysterious structure, battle its inhabitants, and uncover the secrets hidden within.I joined Empyreal to help develop the game’s user interface, using the widget tools within Unreal Engine 5. Working closely with our UI artist and lead programmer, I ensured each screen not only fit the game’s visual style but also integrated smoothly with core gameplay systems.This project was both an exciting and valuable experience. It was my first time working in Unreal Engine 5 and on a large, systems-heavy title. I came away with a wealth of new knowledge and am grateful to have contributed to the game’s development.Empyreal is available now!

Gun Jam VR is a rhythm-based shooter for the Meta Quest 2 where players defeat enemies in sync with the music. It was also the first game I worked on in a design role.My main responsibility was implementing the game’s menus. Working closely with the UI artist and lead technical designer, I created clean, easy-to-navigate menus that fit seamlessly with the game’s style. I also collaborated with environment artists to design the main menu environment.Developing for the Quest 2 presented unique challenges due to its limited hardware capabilities. We had strict constraints on texture size and quantity, which meant recreating much of the UI artwork directly in Unreal Engine 4’s widget editor and heavily optimising anything imported into the project.Beyond menus, I contributed in several other areas. I worked with our external sound designer to integrate sound effects via Wwise, adding audio to enemies, projectiles, and world objects. I also played a major role in bug fixing late in development, resolving the majority of QA-reported issues, from small visual glitches to critical blockers preventing release on the Meta Quest store.As my first project in the games industry, Gun Jam VR was both a huge learning experience and a great deal of fun. It taught me valuable lessons in optimisation, cross-discipline collaboration, and problem-solving under constraints.Gun Jam VR is available now!

In October 2019, I took part in QA testing for Rust: Console Edition over several days. The main goal of these sessions was to verify that the game maintained a stable framerate across a variety of gameplay scenarios. From small-group base building to large-scale, coordinated assaults.Alongside performance testing, we were tasked with reporting any issues we encountered, from minor visual glitches to significant gameplay-affecting bugs.This was my first behind-the-scenes look at AAA game development, and while brief, it was both a fun and insightful experience.Rust: Console Edition is available now!

Graveborne is an action RPG that serves as an expansion of the system originally developed for my final year project.Whilst I am still proud of what I was able to achieve with Ategnatos, the tight submission deadline and my inexperience developing this kind of system severely limited what I was able to accomplish.Graveborne is much more in line with my initial intentions for that project. Featuring an expansive level, more weapon types, more movesets for both the player and enemies, and an area boss more akin to those seen in the Souls series.You can download Graveborne here!

Mimban Armoury is a Star Wars based weapon customisation system I worked on alongside 3D artist Jess Gollins for her final year project.For this project I was responsible for the creation of the interface, based on the weapon customisation system found in Metro Exodus. The interface allows users to switch out different parts of the gun and add attachments. Each attachment is categorised based on which part of the gun it alters, allowing users to quickly and easily change out individual pieces. This includes the barrel, scope, stock and grip, as well as an accessory slot that can be used to equip a taser to your current barrel. The project also includes the option to hide the interface, allowing users to grab screenshots of their current setup to share with others.I was also responsible for all sound design and implementation for the project. My priority for this was to find sound effects that were appropriate for their intended use, while also trying to stay as true to the sound effects found within the Star Wars movies.Overall, I’m really happy with how this project turned out. The interface and weapon changing system feels really smooth and intuitive, and I think Jess really knocked it out of the park where the art is concerned.You can download Mimban Armoury here!

Made for my final year project, Ategnatos is a Dark Souls-inspired combat system built to showcase everything I could do using Blueprints, Unreal Engine 4's visual scripting system.The project is a little rough around the edges, but I'm still quite proud of what I was able to achieve. Especially given the project scope and the 14 week timeframe I had to develop the it in.You can download Ategnatos here!

The Syndicate's Selection of Subclasses is a compendium of archetypes, featuring one for each officially released class. With this supplement, our intention was to create archetypes that built upon the strengths of their respective classes; keeping them fun and engaging for both new and old players, while trying to resolve any annoyances and frustrations found at the table by players and DMs alike.This supplement is our third release as The Arcane Syndicate, and was quite the undertaking, being our largest release to date. However, the process of designing and testing each archetype was a lot of fun, as was the layout work for the final release.You can download The Syndicate's Selection of Subclasses here!

The Circle of Wicker is a Druid archetype that allows players to use their Wild Shape feature to take on the form of the Wicker Effigy. This form grants protection, strength and the power to control the flow of combat.This archetype is our second release as The Arcane Syndicate, and the process of designing and formatting was almost identical to that of our first release, the Auspex Domain. However, because this archetype was not being built for a specific player or campaign, we had to run a few playtesting sessions with characters at various levels to ensure that the Circle of Wicker is balanced and simple to understand. It was a lengthy process, but we had a lot of fun!You can download the Circle of Wicker archetype here!

The Auspex Domain is a Cleric archetype that was initially built for one of the players in our group's Curse of Strahd campaign. The archetype is centred around the use of the Tarokka deck, a Tarot-like deck of cards canonical to the Dungeons and Dragons universe, to aid allies and hinder enemies.This archetype is the first piece of homebrew content I have ever worked on that's seen publication, done under our group's collective banner, The Arcane Syndicate. I really enjoyed the process of working on this archetype with the rest of the group, having contributed quite heavily to the mechanics and features that it consists of, as well as having worked quite closely with our artist to replicate the look and feel of official Dungeons and Dragons content with this release.You can download the Auspex Domain archetype here!

I’m Will, a technical designer at Double Eleven specialising in Unreal Engine development with Blueprints.My passion for games began in childhood, playing Halo: Combat Evolved and The Legend of Zelda: Ocarina of Time. Since then, I’ve been fascinated by how games are made, and how design decisions shape the overall player experience.I’m particularly drawn to RPGs, first-person shooters, stealth games, and immersive sims. Some of my all-time favourites include The Elder Scrolls III: Morrowind, Thief 1–3, Dark Souls, and the original Halo trilogy.Outside of games, I enjoy board games, airsoft, fitness, and tabletop RPGs. Music is also a big part of my life. I play guitar, bass, and violin, and currently perform in two bands, Erebor and VoyD, both of which have released music for purchase and streaming.