WHAT DO I DO
I am a technical designer and programmer based in Scotland with expertise in complex systems, mechanics design, procedural generation, and systems balancing. I have skills in data analysis, environmental design, and inter-discipline communications. For hobbies; I enjoy biking; 2D & 3D art; miniature painting; and tabletop games such as Dungeons and Dragons, Fate, and Warhammer.
In order of proficiency, I can program:
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c#
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SQL
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Lua
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c++
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Java
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HTML5 (HTML4, CSS, Java Script)
I can use many game engines & art software:
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Unity, Unreal Engine, Game Maker
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3D: Blender, Maya
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2D: Photoshop, GIMP, Illustrator, Paint, Pen
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Materials: Substance Designer, Substance Painter
I have just finished my honours at Abertay University doing Game Design and Production with an A and am now halfway through my masters in the same subject. So far, I have made:
Behind
Nervous Knight Games
Behind is a thrilling 2-4 player fighting game, with the unique twist that you can only kill your opponents from Behind! Jump around or Dash through each player to eliminate them, and acquire collectables to gain the advantage. Most kills wins! Behind was developed by Nervous Knight Games as a finalist of Abertay University's 2023 DARE competition.
Requirements: 2-4 Xbox Controllers.
RED 3D
This project is a first-person hack 'n slash game set in a procedurally generated dungeon. Built in Unity, this system creates unique layouts while dynamically adjusting difficulty based on performance metrics including: attack accuracy, dodge efficiency, and room clear times. As players improve, enemies increase in number, and become stronger with increased health and damage. Secondary mechanics like spells and consumable power-ups create engaging gameplay loops. User testing with a specialized BANGS questionnaire measured how these procedural elements impact player engagement and replayability, providing empirical data on which features most effectively encourage players to return.





Saffen's Descent
Saffen's Descent is a continuation of my honours project, RED 3D. This is currently in production and will be used for multiple other projects such as my current side project, A-Isaac.
So far, the spell system has been the primary focus of expansion with 15 new spell effects and 2 new spell shapes resulting in 45 new spell options!
Additionally, I have added a visual spellbook which displays available components and assigns them a random input, creating a Helldivers-esque combo system. Also the system has been optimised, increasing the fps from 30 to 200 on average on a mid-end computer.
Environmental Storytelling
This project explored environmental storytelling within a secret laboratory setting affected by a zombie outbreak. Building on insights from games like 'Dishonored' and 'Inside', I used color theory, focal points, and semiotics to shape a narrative that starts at a corporate-branded exterior and transitions into rooms showing the outbreak’s impact. The scenes reveal what happened to indivudals involved through visual details rather than direct exposition.




Through the Waves
Redacted Assets
'Through the Waves' is a cinematic third-person underwater exploration game centered on minimal controls, accessibility, and environmental storytelling. Players guide a whale-like creature through a partially-submerged ancient civilization, where the player catches fish and witnesses humanity’s impact on the ocean. Subtle visual cues and atmospheric design direct exploration, highlighting a cautionary narrative of conservation beneath the waves.
Wizard Survival
This project is a wave-based survival game centered on a flexible spell-crafting mechanic, where each spell is composed of a shape, effect, and elemental property. The design emphasizes player choice: shapes determine travel and targeting, effects alter behavior such as chaining or exploding, and elements apply status changes like burning or soaking. Enemies spawn in waves, steadily increasing in number or difficulty, and players must adapt spells in real time to manage different threats. Inspired by titles like 'Magicka' and 'Lichdom: Battlemage', the system aims to offer malleable spells that can be tailored for any situation, creating a dynamic and replayable combat experience.








