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About Me

I'm a game designer finishing a Game Design major at QUT, with a love for storytelling and all things games. Level design and narrative worldbuilding are where I feel most at home, but I've worked across design, scripting, whiteboxing and playtesting to understand every part of making a game.

Toolbox

Unity and C# • Shader Graph • XR Interaction Toolkit (Meta Quest) • Maya and Blender • Fate tabletop systems • Playtesting and user research • Agile sprints, Trello and Git

Project Experience

A ROVER'S JOURNEY | Designer, MASA Studios | 2026
Team of 9, in partnership with MAXART. Designed the hub and spoke level map, wrote the narrative, and co-designed the objectives and points of interest.

DRAWN TO LIFE | NPC, Onboarding and Systems | 2026
VR escape room, team of 4. Built the rat NPC and its waypoint tools, scripted the wake-up sequence, and ran three rounds of playtesting.

PLUNDER PIRATES | Solo Developer | 2026
Arcade sailing prototype. Built spline based water currents with editor tools, a wind and sail model, enemy ship AI and game feel systems.

CONSTRUCTING CHANGE | Lead Designer, Inspira Games | 2023
Educational platformer for AWIC, team of 4 over 10 weeks. Led gameplay design, whiteboxing, narrative and set dressing, and presented the project to the client.

PLANT PANIC | Game Designer | 2023
Frantic first-person plant shop game, team of 3. Designed the core loop, plant sweet spots, UI and balancing.

SARUSHIMA ISLAND | World Creator and Gameplay Designer | 2021
FATE based tabletop RPG gamebook, team of 6 over 5 weeks. Co-created the world and adapted the Fate system to it.

Why I Make Games

I started making games because I wanted to collaborate on creative projects with equally passionate people, working toward something we all find fulfilling.

Games like Spiritfarer and Transistor had a real impact on me in my most influential years. My long term goal is to make something that can do the same for someone else.

How I Work

The skills that came most naturally to me were narrative design, worldbuilding, gameplay balancing and designing interconnected systems. I lean on user centred design and regular playtesting to keep the player's experience ahead of the plan.

Early on I wanted to map every avenue of an idea before prototyping it, which slowed me down. These days I start small, get it in engine, and tune until I find the fun.

Broadening My Skill Set

To better understand the roles of the people I work with, I've taken on 3D modelling in Maya and Blender, which has also sharpened my whiteboxing.

Plunder Pirates was a deliberate step from level and narrative design into hands-on gameplay implementation: building movement, enemy AI, and my own editor tools and telemetry in Unity. Alongside game design I've studied screenwriting and interactive narrative, which feed directly into how I write characters, worlds and dialogue.

Where I'm Heading

Constructing Change showed me how much I enjoy designing games for impact and education, and it's a thread I want to keep pulling.

A Rover's Journey continues development with MASA Studios, and I'm looking toward roles in level, narrative and gameplay design where I can keep learning from the people around me.

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A Rover's Journey

A narrative, exploration game where you traverse difficult terrain and avoid otherworldly hazards as Roo-ver, Australia's upcoming lunar rover, to help your astronaut companion uncover technology left from previous expeditions.

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​Currently developed in collaboration with MAXART.

Level Design

Game Design

Narrative

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Sarushima Island

A FATE based TTRPG soaked in neon lit rain and old timey cigar smoke, players find themselves amongst a conflict between humans and a new sentient race named the Tsuiho who’s metropolis has recently been discovered on Sarushima Island.

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Created in 2021, remains a QUT unit exemplar piece.

Game Design

FATE TTRPG

Worldbuilding

Open the Plunder Pirates project page

Plunder Pirates

An in progress prototype focussing on learning game feel development and core concept iteration.

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Ride currents to build speed, outmaneuver and take down larger ships. Collect Treasure!

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Stay tuned as I expand into generalist development!

Prototyping

In Progress

Solo Project

Open the Drawn To Life project page

Drawn To Life

A VR escape room where you wake from hibernation aboard a powerless spacepod, only to find the resident lab rat has escaped its cage.

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Restore the ship's systems while catching the rogue rodent and survive the journey home.

Programming

Lighting & VFX

NPC Design

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Plant Panic

A frantic first-person plant-em-up where you must sell plants to pay your rent and survive.

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Equipped with just a simple watering can, a single plant holder, and a tiny window to provide their budding seedlings with enough light to flourish, players scramble to generate income!

Game Design

Jam Prompt

Narrative

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Constructing Change

A light-hearted platformer where students haphazardly roll and tumble construction objects around a jobsite to immerse themselves and learn about the construction industry in an engaging manner.

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​Made in collaboration with AWIC.

Level Design

Narrative

Production

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