

Currently a design consultant on Healary, a health and fitness app being developed by an ambitious start-up in Bucharest. It is an enticing blend of dieting, exercise and mental health in a single app. I am mainly handling UI design, creating “final art quality” designs in Adobe Illustrator, although I’m involved in almost all aspects of development when needed including video production, animation, writing and sounds.

I was hired by independent studio Ace Viral to design new match 3 titles. User research and competitive analysis pointed to “tropical holidays” being a suitable theme for the target demographic. I developed the concept, visual style, gameplay features, then designed and balanced all initial 240 launch levels. Tropical Trip was developed in under 8 months by a team of eight which I managed using the agile methodology.

I handled all design and production on games I developed at this studio. I introduced Agile to the studio, and ran production across several small teams simultaneously with daily scrums and weekly sprints. I prepped the launch strategy for my games, and all App Store copy, banners and screenshots were produced or supervised by me.

This match 3 game was developed as an experiment to launch a game targeted to a younger demographic in the Korean, Chinese and Japanese markets. The game was designed, built and launched in two months in 10 languages by a two-person team of just myself and a Java coder.

Lead designer for the child-friendly front end and parental content management systems, account and transaction features for this interactive story-telling app on web, iPhone and iPad that served over two million stories in the first year. I was producer on the iPad version.

Killstorm is a project I conceived and designed at Nice Touch Games, a two-person indie studio I co-founded. The game was designed for mobile devices, and had a unique one-touch flight and combat system that was immensely fun to control. We were later approached by both Microsoft & Sony to bring this to Xbox One and PS4. Unfortunately before the project could be funded we cancelled it due to “life”.

I was responsible for the core game idea, designed the mobile touch controls, all game systems and user interfaces. The demo included several fully playable missions built by me. The game name, identity and all promo materials were also produced by me.

A programming puzzle game I designed at Nice Touch Games. I created the concept, designed the UI, created all levels and managed the project. All our indie games were launched in a professional manner, with press releases, previews, interviews and trailers all arranged and produced ahead of release.

I co-founded Nice Touch Games, an indie studio where I handled all design and production (including hiring/directing contractors for animation and audio). We developed a series herding games, which were well received. Crazy Horses Unstabled won a Unity Award for best use of native features.

At Sony London I was a member of the New Platform Group, an R&D team tasked with developing game concepts for prototype PS Vita and PS Move hardware. We were trained in brainstorming and lateral thinking techniques, and we generated hundreds of concepts including hit horror game Until Dawn.

As lead level designer I worked with the game directors to establish the core structure of the game, created detailed level “story scripts”, modelled and animated player interactions, and scripted whitebox levels. I participated in focus-tests at the in-studio facilities to refine the gameplay experience.

I’m a capable storyboard artist - for Until Dawn and other concepts I sketched hundreds of panels for story and player interactions.

I worked as Senior Level Designer on this ambitious title that was unfortunately cancelled. Eight Days was a road trip, buddy cop game with co-op third person shooter gameplay, driving levels and QTE’s. It involved talent such as Ving Rhames, Dennis Hopper and Gary Oldman.

I joined Eight Days after completing BLACK. One of several levels I conceived, planned, whiteboxed and scripted to a fully playable state was the grand opening level set on the fictional Madison Dam. I was given one piece of direction: build a level with the spectacle of God of War III. See next page for what I built…

Intro: uncover plot to destroy dam, steal detonators. Dam Top Pursuit: chased by gunship, heavy destruction, dam breached, jump the breach. Visitor Centre: vertical space, glass cover and walls, player cornered, leap onto gunship. Gunship QTE: fly-though of scene, quick actions and gunplay while hanging on, tumble onto bridge. Bridge Showdown: gunfight on collapsing bridge, cornered by gunship, player blows dam to save themselves.

I collaborated tightly on all features of this game, working with the entire design team to tackle translating Burnout into the open-world. I helped design the seamless online multiplayer, the open-world crash mode, and solely designed, implemented and balanced the open-world traffic system.

I had data visualisation tools created to help balance, optimise and communicate to the team how the open-world traffic system worked. Many subtle tricks were used ensure the traffic system worked in harmony with the high speed racing gameplay Burnout is famous for.

I helped deliver this hit first-person shooter, from playable demo to finished product in under 9 months. Myself and one other designer completed all level design in around 3 months. We were assisted by three junior level designers to script levels using the editor tool that I designed.

I modelled levels in SketchUp and imported geometry into the engine for play testing. Once signed-off, I briefed each level art team using my models, design docs, visual research and sketches. I also worked within the audio team to hook music, ambiances and sound-effects into the level scripting.

A hyper casual game I solo designed, coded and created art and animation for. This was a short project to practice creating a game from concept to launch on my own just for fun.






















