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Portfolio

Unannounced Hidden Object Game
Winter 2023 - Spring 2025

A hidden object game inspired by games such as Hidden Folks and Hidden Through Time, with a focus on expanding the genre through new interactive mechanics, unique ways to play and clever narrative design.

Working in Unity, I was responsible for the overall creative direction, designing the majority of levels and core gameplay loops. I also created and maintained scripts and tools to support level design, quest implementation, and content workflows.

Alongside design responsibilities, I managed project production and coordinated with both internal and external developers to maintain smooth development pipelines. This included task management, workflow planning, and QA bug tracking using Trello and GitHub project boards.

Development was unfortunately discontinued following Cobra Mobile entering administration.

  • Creative direction & game design leadership

  • Level design on 10+ levels

  • Quests & dialogue design

  • Technical design

  • Production & team leadership (12+ developers)

  • Task management, QA & workflow planning (Tello & Github)

  • Importing and maintaining assets within Unity

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Towers Of Everland
iPhone - Apple TV - MacOS
Winter 2018 - Summer 2023

An old-school procedurally generated dungeon crawler with a deep meta progression system, originally released as an Apple Arcade exclusive before later releasing on the App Store. This game was extensively supported after its initial release in spring 2020, with three major content releases.

I was responsible for the overall creative direction of the project and for designing all major gameplay systems, including combat, itemisation, procedural dungeon generation, and long-term progression. I also led level design, creating hundreds of tiles used in the generation of the game’s dungeons.

Alongside gameplay and level design, I handled technical design responsibilities, creating and maintaining scripts and tools to support enemy balancing, itemisation, progression systems, quests, and content implementation.

In addition to design leadership, I managed project production and coordinated a team of 12+ developers to maintain smooth development workflows. Responsibilities included task management, sprint planning, and QA bug tracking using Trello and GitHub project boards.

  • Creative direction & game design leadership

  • Combat, progression & meta systems design

  • Procedural dungeon generation

  • Level design (1000+ handcrafted tiles)

  • Technical design & gameplay scripting

  • Post-launch support using analytics and feedback

  • Production & team leadership (12+ developers)

  • Task management, QA & workflow planning (Tello & Github)

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Cobi Golf Shots
iPhone - iMessage - Android
Summer 2018  - Winter 2018

An arcade-style golf game featuring fast, physics-based gameplay and short-form competitive challenges.

I contributed to the project in a design oversight role, working on design support and assisting with level design across selected areas of the game. This included supporting the design team in refining gameplay flow, adjusting level layouts, and ensuring consistency across player experience and progression.

  • Design oversight and support across core gameplay features

  • Assisted with level design and layout creation

  • Contributed to gameplay flow and player experience tuning

  • Supported iteration and balancing during development

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Cobi Hoops 2
iPhone - iMessage - Android
Summer 2017 - Spring 2018

A fast-paced puzzle game combining basketball mechanics with increasingly complex physics-based challenges. Released on Mobile and nominated for a BAFTA in 2018.

I worked as Lead Designer on the project, designing the game’s core puzzle mechanics and creating all 150+ levels. A major focus of development was building mechanics that were easy to understand yet enabled increasingly layered and challenging puzzle interactions as the game progressed.

Alongside gameplay and level design responsibilities, I managed production and coordinated a team of 6+ developers throughout the development process. 

  • Lead game design

  • Puzzle mechanics

  • Level design (150+ levels created)

  • Production & team management (6+ developers)

  • Puzzle difficulty tuning & iteration

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Red's Kingdom
iOS - Apple TV - MacOS - Android - PC - Nintendo Switch
Winter 2015 - Summer 2018

A critically acclaimed puzzle adventure combining sliding puzzles with a Zelda-inspired connected-world exploration. Released across Nintendo Switch, PC, iOS, and Android, and nominated for a BAFTA in 2017.

I joined the project at the prototype stage and helped develop it into a fully realised commercial release, leading a multi-disciplinary team of 12+ developers throughout production. I was responsible for overall production, technical design, level design, and puzzle design, creating over 200 levels across the game. 

A major focus of the project was creating a world that felt cohesive, rewarding to explore, and full of meaningful interactions. Inspired by games such as The Legend of Zelda and Metroidvanias, progression was designed around unlocking new areas, mechanics, and shortcuts through items and player discovery. I worked across disciplines, ensuring that gameplay systems, puzzles, progression, and environment design all supported the game's core exploration loop and pacing. 

Alongside creative responsibilities, I managed project workflows, milestone planning, and team coordination throughout development. The game was later featured in Apple Stores worldwide and received a BAFTA nomination.

Following launch, the game received three major content updates driven by player feedback and analytics, addressing balance issues, improving progression flow, and refining overall player experience. After these updates, development transitioned directly into a Nintendo Switch port, expanding the game to new audiences.

  • Production & Team Leadership (12+ developers)

  • Creative Direction 

  • Puzzle Design (200+ levels created)

  • Level Design & Interconnected World Building

  • Gameplay Systems & Technical Design

  • Live Ops Support (3 major post-launch updates)

  • Player Feedback & Analytics-Driven Iteration

  • Workflow Planning, Milestones & Task Management

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Let's Go Rocket
iPhone - Android
Summer 2014 - Winter 2018

An arcade-style endless climbing game focused on fast-paced gameplay, score chasing, and accessible one-touch controls. Released on iOS and Android. The game went on to achieve over 200 million plays. 

I was responsible for the overall game design, balancing, monetisation design, and gameplay programming throughout development. A key focus of the project was creating gameplay that felt immediately accessible while maintaining long-term player engagement through progression, unlocks, and score-driven replayability.

  • Lead game design

  • Gameplay programming

  • Gameplay balancing & tuning

  • Monetisation & progression design

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iBomber Winter Warfare & iBomber 3
iPhone - Android
Winter 2013 - Winter 2015

Two entries in the long-running iBomber series, developed consecutively for iOS and Android. Both games expanded on the franchise's core top-down arcade combat gameplay while introducing new mechanics, environments, missions, and progression systems.

I was responsible for the overall game design across both projects, including gameplay systems, level design, progression, and gameplay balancing. Development on iBomber Winter Warfare began immediately following the completion of iBomber 3, allowing the team to rapidly expand and iterate on the established gameplay foundation.

Alongside design responsibilities, I programmed a wide range of core systems, including gameplay features, AI behaviours, menu systems, and internal development tools used throughout production. I also managed project production and coordinated a team of 10+ developers, overseeing task management, milestone planning, and cross-discipline communication throughout development.

  • Lead game design

  • Level design & mission flow

  • Gameplay systems programming

  • AI programming & behaviours

  • Gameplay balancing & iteration

  • Production & team management (10+ developers)

  • Milestone planning & workflow coordination

Storm In A Teacup
iPhone - Android - PC - Nintendo Switch - Roku
Winter 2013 - Winter 2015

A physics-based puzzle platformer built around environmental interaction, traversal, and momentum-driven gameplay. Originally released on mobile platforms before later being remastered and expanded for Nintendo Switch, PC, and modern Mobile devices.

I initially worked on the original release early in my career as a programmer and level designer, contributing to gameplay implementation and level design across the project. Years later, I returned to lead development on the remastered version, overseeing production and helping modernise the game for new platforms and audiences.

Alongside production responsibilities, I coordinated development workflows across the team and worked closely with design, engineering, and QA to ensure a smooth transition between platforms and releases.

  • Lead game design

  • Production & development leadership

  • Gameplay programming

  • Level design

  • Cross-platform remaster development

  • Console & PC porting support

  • Team coordination & workflow management

  • Cross-discipline collaboration

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Additional Titles
  • Let’s Go Drop

  • Let’s Go Run Around

  • Cobi Hoops

  • Backgammon Now

  • Pocket Garden

  • iBomber Defence Pacific - BAFTA Nominated

  • iBomber Defence - BAFTA Nominated

  • iBomber Attack

  • iBomber

  • iBomber 2

  • Numba

  • Danger Derby

  • Low Grav Racer - BAFTA Nominated

  • Low Grav Racer 2

  • Fore! By Cobra

  • The Old Course

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