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Hi, I'm Joe :)

This is my selection of work that I'm most proud of!

  • Itch.IO
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---WHAT DO I DO?---

I'm am a programmer and game designer based in Dundee, Scotland. I excel at complex mechanic design & development, level design, environmental narrative, & technical design. For hobbies, I enjoy 2D & 3D art, miniature painting, & tabletop games.

In order of proficiency, I can program:

  •     c#

  •     Java

  •     HTML5 (HTML4, CSS, Java Script)

  •     SQL

  •     c++

  •     Python

  •     Bash

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I can efficeintly use a whole host of game engines & art software:

  • Unity, Unreal Engine, Game Maker, Greenfoot, Scratch

  • 3D: Blender, Maya

  • 2D: Photoshop, GIMP, Illustrator, Paint, Pen

  • Materials: Substance Designer, Substance Painter

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I'm currently at the end of my fourth year at Abertay University doing Game Design and Production. This year I have:

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.

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 will participate in catching fish and witnessing humanity’s impact on the ocean. Subtle visual cues and atmospheric design direct exploration, highlighting a cautionary narrative of conservation and fragility 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.

Shadow Over Innsmouth

This project is a single-player exploration game based on Lovecraft's Shadow Over Innsmouth, centered around a tavern environment. The player must navigate the locked and strange space with minimal guidance, uncovering multiple paths toward escape and discovering hidden details along the way. Outside, a small island and stormy atmosphere reinforce the sense of growing unease. Audio cues and environmental clues drive the mood, while varied interactions and multiple endings offer different outcomes rooted in the story’s themes of mystery and slow-building tension.

Who Am I

This walking simulator first-person adventure is set in a dilapidated research facility, where the player awakens in a locked cell and must navigate ransacked labs, collapsed corridors, and locked doors to escape. A series of doors and keypads serve as core puzzle elements while scattered logs, a looping radio broadcast, and abandoned military supplies hint at a sudden evacuation. The ultimate goal is to unlock the main exit and step into a ruined world, underscoring the larger crisis at play.

New World

This project details a low-poly, volcanic environment highlighted by giant, fireproof mushrooms, flowing lava, and an ash-choked sky. Its purpose is to evoke a mysterious, otherworldly atmosphere through minimal natural light, bold reds and oranges, and subtle animations of bubbling lava and swaying flora. The final scene reveals a towering creature with a glowing eye, emphasizing the eerie essence of this hostile realm.

Contact

  • Itch.IO
  • LinkedIn
  • YouTube
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