
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.

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.
Currently developed in collaboration with MAXART.
Level Design
Game Design
Narrative
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.
Created in 2021, remains a QUT unit exemplar piece.
Game Design
FATE TTRPG
Worldbuilding
Plant Panic
A frantic first-person plant-em-up where you must sell plants to pay your rent and survive.
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






