Infinity Interactive
I work at Infinity Interactive as a Senior Technical Designer. Infinity interactive are a specialist VR developer creating an original VR action combat IP using Unreal Engine 5.
I am currently under NDA and cannot disclose much about the project, but I have been working on creating player abilities for a gesture based combat system, tweaking the core mechanics & balancing the game systems, and creating both prototypes of enemies, and various different player mechanics while working directly with the Creative Director, CEO and Technical Director.
Additionally, I have also created system design documentation for a variety of game mechanics and I have lead multiple feature teams focused on implementing player mechanics and delivering builds for potential investors at GDC.
I am currently under NDA and cannot disclose much about the project, but I have been working on creating player abilities for a gesture based combat system, tweaking the core mechanics & balancing the game systems, and creating both prototypes of enemies, and various different player mechanics while working directly with the Creative Director, CEO and Technical Director.
Additionally, I have also created system design documentation for a variety of game mechanics and I have lead multiple feature teams focused on implementing player mechanics and delivering builds for potential investors at GDC.
I worked at Studio GOBO as a 'Junior Technical Designer' from 2018 until the start of 2020
During the almost two years I worked at Studio GOBO I worked exclusively on 'Hogwarts Legacy'. During this time I worked on various gameplay systems, including the decoration system in the player Sanctuary and prototypes for various events that could happen there. After a while I became primarily focused on working with the core gameplay team at Avalanche, where I was assisting in researching, designing, debugging and developing player camera systems. Examples of what I worked on include tweaking and balancing of the default game camera as well as creating an accessible player following camera system. As well as that I created a variety of unique camera scripts and behaviors which helped to navigate the diverse array of spaces present in the game, from sliding down hills and crawling through dungeons to observing creatures in your sanctuary space and interacting with crafting tables. |
I worked as a Technical Designer at
Great Ape Games from 2020 to 2022. We were making a narrative driven survival horror game where you play a character who must survive in a world inhabited by dangerous and realistic prehistoric predators. I was the primary designer on this project and worked in various areas across the game, from formalizing game design documentation during early pre-production to prototyping, level design, system implementation and more as the project ramped up. The company got a publishing deal with Annapurna Interactive but shortly after that I decided to move on to different projects after the company was secure in their funding and project direction and design. |
TO THE CORE |
A Roguelike Platformer |
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To the core is a Roguelike third-person platforming game developed during the third year of my education. In the game, you play as Emily, a young woman with a massive robotic fist who enters a robot-filled universe through the infinite trashcan in her father's workshop to save her father... again.
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THRASHER |
An Arcade Racer |
Team Size
Dev Time Engine Year |
16 Students
8 Weeks Unreal Engine 4 2017 |
I developed Thrasher for an external client to make use of a Kite Surfing Simulator controller, this control rig could pull you around with force feedback, steer left and right, and you could pull the controller in and out. Perfect for a Sci-Fi chariot racing game.
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DID I MENTION? |
A First Person Puzzler |
Team Size
Dev Time Engine Year |
3 Students
8 Weeks Unreal Engine 4 2017 |
Did I Mention is a first-person puzzle game with interesting game systems. The primary systems of the game are based around rewinding certain objects, freezing objects in place, and initially, switching dimensions, though this part was not prevalent in the final product, it still heavily influenced the name.
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OTHER PROJECTS
HOVER
Solo Dev Prototype Available on itch.io Role: Solo Dev Dev Time: 4 weeks Year: 2020 |
CATERANG
Brains Eden Game Jam Entry Winner of 'Best Art' Award Role: Technical Designer Dev Time: 48 Hours Year: 2018 |
OLYMPIC SPACE SWIM TEAM 2018
Global Game Jam Entry 2nd Place on Location Role: Designer Dev Time: 48 Hours Year: 2017 |
DEEP SPACE MINE
My First Game Project Role: Producer Dev Time: 8 Weeks Year: 2015 |
SKILLSTechnical Design
Rapid Prototyping Visual Scripting Game Feel Camera Design System Design Combat Design C# Scripting UX Design Level Design Presentation Skills Scrum Particle Effects Technical Animation Video Editing Source Control TECHUE4
Unity Jira Google Docs Microsoft Office Suite Perforce Photoshop Illustrator Premiere Pro Audacity Blender Tortoise SVN Trello Sketch Up |
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