Room 8 Group (Dragons Lake Entertainment) - Remote
Co-Developing on multiple projects
January 2024 - Present

Runescape Dragonwilds - Jagex
February 2026 - Present

Co-Developing with Jagex on the latest DLCs for Runescape
Dragonwilds, owning new Vaults and assisting on the next region,
all within a limited timeframe to learn new tools and methods
whilst hitting challenging public release deadlines.
GI Joe Snake Eyes - Atomic Arcade
January 2024 - August 2025

Co-Developing with Atomic Arcade, I worked as a Sr Level
Designer on the next GI Joe Snake Eyes title, 'finding the fun' and
working out what makes a good gameplay space during the Pre-Production phase.
The challenge was to create vertical spaces, containing 'arcadey' Assassins Creed-like traversal verbs, circling Batman-like combat environments, all whilst considering spacing for AI to operate in a grounded environment.
Cloud Imperium Games - Manchester
Star Citizen - Squadron 42
July 2019 - December 2023

Please play the video from 49:30 onwards.
With the above video, the FPS section was one of the levels I ''owned'' and worked on tirelessly on the S42 Project, though as a disclaimer, in this video, it had changed slightly since I last touched the level. Credit to the awesome devs who continued the work!
- ''Owning'' several campaign missions
- Whiteboxing spaces and creating mechanic protototypes to sell the gameplay.
- Working with various teams to implement features (cinematics, mechanics, art) in multiple story-rich linear levels
- Implementing doors, with many extra complex steps ;)
- Pushing tech with teams to create epic moments
- Working directly with Narrative and MoCap actors
- Finding and fixing or directing bugs to appropriate teams
- CryEngine / StarEngine
- Jira
- Confulence
- Adobe Creative Suite
- Microsoft Suite (Teams, Excel, Visio)
- Shotgun
- Various in-house tools for Blueprinting, Entity Data, etc.
At CIG, I have worked on & 'owned' many different story-driven linear levels, working closely with many teams to get them to a 'content-complete' state, guiding individuals or supporting where needed. This includes setting up complex mechanics with the in-house 'blueprint-like' software, working with various animation teams to get smooth playing, epic moments plus pacing and plenty of debugging.
Starbreeze Studios - Stockholm
Crossfire Co-Op
June 2017 - June 2019
During my time on the project, I produced numerous whitebox environments in different themes during different stages of development. I have worked on 360-degree environments in both large vehicular spaces and close quarter environments within the FPS title, working with others or independently whilst leading and directing levels I 'owned'.
Additionally, I have assisted on Overkills The Walking Dead (release Nov. 2018)
Oil Rig
HighRise
Docks
Embassy
Ubisoft Reflections - Newcastle
Ghost Recon Wildlands
February 2017
I participated in a 2-day QA session at Ubisoft Reflections to asses and comment on how Ghost Recon Wildlands plays, and with what could be improved.
This was done during my own time to get a better understanding for the games industry whilst at University.
Education - Teesside University
Ba (Hons) - Computer Games Design
September 2015 - May 2017

Completed two years at Teesside University in Computer Games Design.
During my second year, I finished with 4 A's and a B (4 Firsts and a 2-1), with an overall A (First).
UCAS code: G470 BA/CGD
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