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LIKE7

Game Designer, Game Programmer and 3D Artist

I am a versatile Game Designer with proficiency in various design disciplines. I have expertise in Level Design, Systems Design, Balancing, Story Design, and Project Management. I bring a creative and analytical approach to crafting engaging gaming experiences, providing effective planning and collaboration. Excited to contribute my skills to innovative projects that push the boundaries of gaming.

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WILD SMITE

SHOWING

USER INTERFACE

Implemented the Assets & Functionality of the UI, from setting up the UI in Engine based on Design Boards, Tweening the UI between different states as well as programming their interaction with various parts of the game

LOST ROBOT

SHOWING

USER INTERFACE

Designed Spacial UI placed on the player character to provide information like health, selected ability as well as their progression in the game

MIDNIGHT CRAVING

SHOWING

LIGHTING

Set up the lighting to fit the unsettling atmosphere intended for the basis of the game placing light sources where necessary and creating an overly dark house

WILD SMITE

SHOWING

LEVEL DESIGN

Created Tile variations for the procedural generation of Levels, from concepting the base tile types to building variations of each template

MIDNIGHT CRAVING

SHOWING

LEVEL DESIGN

Designed and decorated the Level based on a floor plan created during concepting of the game, each room having its own wall and floor textures and relevant props to the room

WILD SMITE

SHOWING

SYSTEMS DESIGN

Designed the systems for Combat, Progression as well as Behaviours of Enemies, setting up the way the systems Interact with the player and each other

LOST ROBOT

SHOWING

LEVEL DESIGN

Designed and created 6 Levels based on the setting of an underground facility, each floor having a theme and each room a proper use based on said theme

GAME DESIGN

PLAYER HUD UI

Created the dynamic functionality of the player HUD. Bars will increase in count based on played max health and representing player health based on the amount of bars and the maximum health of the player

WILD SMITE

SHOWING

NOTIFICATION SYSTEM

Created a system that would notify a player when they have a new task to complete, as well as when they have completed one. With a list of all tasks visible in the pause menu

MIDNIGHT CRAVING

SHOWING

ENEMY STAT GENERATION

A System that would generate the stats of enemies depending on the difficulty of the level. The stats would either be weighted to upper/lower ends of the range or closer to the range average.

WILD SMITE

SHOWING

PROCEDURAL ANIMATION

Created logic to procedurally animate the monster as it moves around the level by giving each leg a desired position and only moving the leg once it is a certain distance from the position using an animation curve for the height

MIDNIGHT CRAVING

SHOWING

PLAYER SPATIAL UI

Implemented the functionality of the Players UI to update based on the relevant information as well as added tweening of UI for polish

LOST ROBOT

SHOWING

GAME PROGRAMMING

MIDNIGHT CRAVING

SHOWING

MODELLING
RIGGING
TEXTURING

Created the model of the Plant monster, rigged, UV unwrapped and textured for use in the game

LOST ROBOT

SHOWING

MODELLING
RIGGING

Modelled Player and Enemy characters based off a collection of inspirational references, rigged and textured

AoT REMAKE

SHOWING

ANIMATING
LIGHTING
RENDERING

Animated various scenes from the trailer, recreating the scenes in 3D, setting up the lighting and then rendering said scenes to be edited into the final composition

AoT REMAKE

SHOWING

MODELLING

Modelled various assets for a Remake of the Attack on Titan Season 4 part 1 Trailer, from props to character models. All done in a low poly style

WILD SMITE

SHOWING

MODELLING
RIGGING
ANIMATING

Enemy models were all modelled, rigged and then animated based on a concept sheet as well as a list of attacks for each enemy

WILD SMITE

SHOWING

MODELLING

Player Models were made based off of a concept and character sheet and then given to a collaborator to rig and animate

3D DESIGN

Task Breakdown


I developed a customized Task Breakdown spreadsheet using a point-based Agile system to track all project tasks. This not only logs each task but also indicates the sprint in which it began and concluded. By incorporating progress tracking, it offers real-time insights into the project's schedule status, identifying whether it's ahead or behind schedule. Additionally, the spreadsheet includes visuals to indicate overscope on a burndown graph, ensuring project alignment with defined objectives and timelines.

Agile Methodology

In managing projects, I've applied Agile Methodology to allow collaboration and flexibility. By breaking projects into iterations, facilitating daily stand-ups, and conducting regular reviews, I've ensured effective time management and maintained team productivity.

PROJECT MANAGEMENT

TESTIMONIALS

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LOREM
LOREM

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LOREM

LOREM

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LOREM

LOREM

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