Supermassive Games:
Senior Game Designer
HISTORY
Multiple Unannounced Titles : Senior Designer
July 2022 - March 2024
The Quarry: Advanced Game Designer
March 2019- July 2022
Man Of Medan: Game designer
July 2018 - March 2019
Unannouced Projects
Senior Designer
July 2022 - March 2024
I won't go into any details with the projects for obvious NDA reasons but I will mention my main job focus as I was fully a Senior Designer.
I worked as the Senior Systems Designer for this project.
Job Role & Focus:
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Primary systems designer focused on combat design
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Worked directly with the Gameplay Animation Director & the Lead Gameplay Programmer on full systems
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Weapon, Enemy and Player Character GDD's
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Heavy Blueprint coding for equipment, characters, events
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Full camera system design for multiple title production studio wide
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Behaviour tree creation for AI characters
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Heavy prototyping with blueprints and internal dev tools
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Animation management with anim-notifies and anim-graph tools
THE QUARRY
Advanced Game Designer
March 2019- July 2022
I worked on The Quarry for its entire life-cycle working as a primary designer in multiple roles. I was primarily the level and environment designer for the project, as I took the setting of The Quarry from whitebox to final quality. During the latter year of the project my role became more focused on the cinematic development of our game. I worked closely with the Director of Photography for our cinematic shoots in a Cinematic producer role.
Job Role & Focus:
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Lead the Level design for all environments in the game.
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Initial specs and designs of key game systems (Tarot, Don't Breathe)
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Initial prototyping and the 3rd person follow camera system for the company
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Narrative design for multiple areas with a primary focus on Act 9
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Management of external Environment Art team
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Level preparation for Cinematic Shoots
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Managed the pipeline for the Virtual Camera system
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Worked directly with the Director of Photography on daily virtual camera shoots
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Organised and distilled work for the camera team
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Worked closely with the Animation Director on organising work required for final quality
My old level design maps can be found in the game.
And I have a collectible VHS named after me
THE DARK PICTURES: MAN OF MEDAN
Game Designer
July 2018 - March 2019
I worked on Man of Medan during its last year of production. I was mostly focused on getting certain levels up to a shippable standard. This included cinematic and gameplay camera passes, implementation of director feedback, and being the main focal point for all disciplines when it came to those levels.
Job Role & Focus:
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Ownership of Multiple levels
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Gameflow management and structure
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Camera work for cinematics and gameplay
I can also proudly say that I got to have the first major jump scare of the game. So the below video is of an early playthrough of one of my levels.