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Action, Shooter, VR Game


  • Creating satisfying action-packed levels for shooting, skiing and climbing gameplay. Starting with 2D top-down layout drawings, then creating 3D grey-box levels inside of UE4, to create rich and compelling game worlds.

  • Incorporating dialogue into game levels, spacing dialogue throughout encounters, with focus on narrative pacing and storytelling.

  • Creating game design prototypes and handling level logic using advanced visual scripting tools inside of UE4 blueprints.

  • Optimising design level logic so as to run efficiently in the development of a smooth 60 FPS, VR experience.

  • Producing iterative development pipelines to be used across the team, incorporating staff from Design, Art, VFX and Code.

  • Working collaboratively cross-discipline, particularly Environment Art, VFX and Code teams, to maximise workflow efficiency and push quality benchmarks.

  • Engaging in peer review, accepting critique and running meetings to bring effective solutions to design challenges.

  • Writing Documentation for levels and prototypes; implementing design friendly metrics based on design requirements, that communicate the intention of the gameplay space while supporting the core mechanics.

GIF - Barrel Aim.gif

I was largely responsible for the following levels in the game:

  • Ski Slopes: 

    • Developing a pipeline ideal for Design & Art respectively, alongside VFX team members to create terrain which the player navigates through across multiple levels of the game.

    • Creating blockouts of the levels, plotting an intended player path through the mountains, with a critical path as well as supporting optional routes.

    • Implementing enemy combat engagements with the player along the gameplay routes.

  • Labs Exterior: 

    • Development and iteration of combat spaces, as well as enemy recipes and arrangements for challenging but fun combat.

  • Combat Tutorial: 

    • Development of the tutorial section at the start of the game, slowly introducing the various buttons and controls in various ways, as well as showcasing features and gunplay.

  • Final Boss Level: 

    • Creating the design, and blockout of the 'Wilson' final boss fight arena, starting with top down drawings, with 3D in-engine blockouts, supporting production of the space all the way through to the final layout

    • Plotted the different enemy arrangements across the various stages of combat

    • Helped in the implementation of the enemy wave system as per the Design brief created by Design Direction.


The work that I have implemented and showcased above was altogether a team effort and for that I would like to give credit to the following individuals on the team who also helped in creation of this content:

  • Jey Hicks (Design Lead/Director)

  • Paul Goldthorpe (Design)

  • Dave Price (Design)

  • Catarina Martins (Design)

  • Ridgie Cools (Design)

  • Robert Shaw (Design)

  • Martin Field (Production)

  • Toby Hunt (Lead Environment Artist)

  • Jake Guest (Environment Artist)

  • Attilio Provenzano (Code)

  • Marek Netzel (Technical Art/VFX)

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Level Designer, at nDreams Ltd

(from Nov 2020 to Apr 2021)

While working at the award winning VR studio nDreams Ltd I worked on the trailblazing VR action adventure game: 'Fracked' for the Playstation VR. Combining relentless gunfights with free running, skiing, and climbing.

  • "Stranded in a remote mountain facility, you play as a reluctant hero forced into a final stand between the planet and a legion of interdimensional enemies. Take aim and run head-first into the action as you shoot, ski, and climb your way across an extreme adventure. Uncompromised, audacious, and stylish, Fracked grabs PS VR by the Moves and delivers an ass kicking VR game enhanced for PS5™."

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