Thief VR: Legacy of Shadow

Lead designer on a brand new entry in the legendary Thief series, bringing immersive stealth to virtual reality.

Thief VR: Legacy of Shadow is a stealth-driven virtual reality adventure set in the world of the classic Thief franchise, built around immersive physical interaction and player-driven problem solving. As Lead Designer, I guided the game’s overall design vision, leading a multidisciplinary design team while shaping core systems, missions and player experience. During development I also took on broader responsibilities across game direction and narrative to help steer the project through a critical phase of production.

 As Lead Designer on Thief VR: Legacy of Shadow, I worked side-by-side with the original Game Director to define the overall vision, game pillars and feature set. I owned the main game design document, and was responsible for creating detailed design specification for all features in the game - for example, core player features like the bow/arrows, blackjack and inventory, the light and dark system, enemy AI systems, lockpicking, and much, much more. I was also responsible for the game structure, reward systems and meta-game, and all UI/menu flows.

  • Defined core design pillars, stealth systems and immersive VR interactions

  • Designed progression systems, meta-game structure and UI flows

  • Led and mentored a team of designers across gameplay, level and narrative disciplines

  • Prototyped and implemented gameplay features directly in Unity

  • Iterated systems and missions through internal playtesting and feedback

During production the project did not have a dedicated Lead Level Designer, so I stepped into that role alongside my Lead Designer responsibilities. My primary ambition was to honour the feeling of the original Thief trilogy and create spaces that feel like real locations within The City - environments that players must infiltrate, explore and master. Each location is designed as a small, open-ended sandbox where players can approach their primary objective in many different ways depending on their playstyle, stealth skill and tool use. Optional objectives and hidden areas encouraged players to fully explore each location.

  • Collaborated with art to select and develop key locations for the game

  • Managed and mentored a team of 3-4 level designers

  • Approved 2D maps showing gameplay elements, light and dark, noisy surfaces, enemy patrols

  • Playtested and provided detailed feedback during blockout and iteration phases

  • Implemented mission scripting and gameplay events in Unity during key milestones and polish

When the project’s writer departed, I took over narrative responsibilities and ultimately became Lead Writer alongside my design duties. All in-game text and voice-over for Thief VR: Legacy of Shadow was written by me and organised in structured spreadsheets for tracking, implementation and localisation. In total I wrote approximately 10,000 lines of dialogue and text, supporting mission storytelling, character development and world-building across the game.

  • Gameplay and mission VO for Magpie and Garrett

  • Scripts and directions for eleven animated narrative cutscenes

  • Enemy barks across eight character archetypes (4000+ recorded lines)

  • In-game documents, notes, maps and environmental storytelling

  • Item descriptions, UI text and mission briefings

As a design lead on the project I also participated in marketing events, press interviews and promotional activities. I enjoy representing projects publicly and discussing design decisions with press, influencers and players.

Over my 18 months on Thief VR: Legacy of Shadow I took on several additional responsibilities — including level design leadership, narrative and aspects of game direction - helping guide the project through a demanding but rewarding production.

The game was praised for staying true to the spirit of the original Thief series while delivering a compelling VR stealth experience.

It received strong reviews and recognition across the industry.

  • WINNER Australian XR Festival 2025 - Best in Virtual Reality Gaming

  • FINALIST DICE Awards 2026 - Immersive Reality Game of the Year