I'm a London based game designer and generalist developer, with a background in sound design.
I've been making and releasing games independently since 2012, and have been working full-time in the industry since 2013.
My personal interests have lead me to explore experiential games, with a focus on first-person interaction and a desire to create worlds.
I have spoken and exhibited games at events in the UK and abroad.
I work in Unity, and am a passionate advocate for the use of visual scripting in development, with a particular focus on PlayMaker for Unity. I have worked on games for desktop, tablet, phone and VR.
[My current work in progress]
Overpass, a working title, is a game about travel, exploration, discovery and hope.
Most recent exploration games fail to make the act of exploration an inherently interesting, rewarding experience, focusing instead on discovery. Overpass is an attempt to address this oversight.
One of the key features of Overpass is the in-depth mapping system which turns the player into a cartographer and navigator!
I am running a small early-access group via itch.io, so get in touch if you'd like to be included.
With Cat Burton
Explore an autumnal forest, forage for food, find a warm, dry den to make your own and prepare for winter.
Forager was a collaboration with my friend Cat Burton based on a concept of mine. Cat handled the code while I focused on art and core design duties, though in the spirit of true collaboration there was a lot of overlap throughout!
Due to personal commitments and so forth, development of Forager was wrapped up slightly before it reached the polished state we'd have liked. Nonetheless, it's playable, and according to the feedback we received, achieved much of what we set out to do.
With Danny Gallagher
Trawl is a first person experiential game of discovery and creativity.
First you must figure out how to operate the various parts of the boat, manipulating the wheel, throttle and the net. Then, trawl the sea to discover what secrets are hidden in its depths and record your findings on your typewriter. The sea has many stories to tell, and will reward multiple voyages.
Trawl is not a 'gameplay' heavy game in the traditional sense. Trawl takes places entirely on a small trawling vessel, and you are encouraged to engage with the low-key, though detailed ritual of operating the mechanics of the ship, while soaking in the atmosphere. If you so choose, Trawl can be seen as a sort of writing prompt, with you playing the role of sea-bound detective. How you choose to interpret and record the results are up to you.
The game features a highly-simulated typewriter on which the player can log their thoughts.
Trawl has a unique physical component. Our convention build features a hotkey which will print the player's journal to a thermal printer. We then encourage folk to take their message away with them in a tiny glass bottle, complete with cork!
Trawl was shown at the British Library for the Wordplay Festival in 2016, and at Secret Weapon for Demoscreen in 2016.
With Danny Gallagher
It is raining, and the radio plays a jazz tune. Click to interact. The game ends when you've had your fill.
Prowl was initially created with Danny Gallagher over one weekend in 2015, and then refined and updated with a VR implementation later than year.
Prowl is an experiment in mood and atmosphere, and features a heavily manipulated version of Duke Ellington's The Mooch.
Prowl has been shown live in VR at a number of events.
icefishing v is a player-driven virtual sound installation in the form of a game, exploring dynamic drone, glitch and noise-based sonic compositions.
This was my final degree project, and the first game I ever made. I coded the game in Unity Script, and created and implemented all art and sound assets.
icefishing v has been shown at a number of games events.
TIGSource Development Log