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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

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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:

  • Primary systems designer focused on combat design

  • Worked directly with the Gameplay Animation Director & the Lead Gameplay Programmer on full systems

  • Weapon, Enemy and Player Character GDD's

  • Heavy Blueprint coding for equipment, characters, events

  • Full camera system design for multiple title production studio wide

  • Behaviour tree creation for AI characters

  • Heavy prototyping with blueprints and internal dev tools

  • 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:

  • Lead the Level design for all environments in the game.

  • Initial specs and designs of key game systems (Tarot, Don't Breathe)

  • Initial prototyping and  the 3rd person follow camera system for the company 

  • Narrative design for multiple areas with a primary focus on Act 9

  • Management of external Environment Art team

  • Level preparation for Cinematic Shoots

  • Managed the pipeline for the Virtual Camera system

  • Worked directly with the Director of Photography on daily virtual camera shoots 

  • Organised and distilled work for the camera team

  • Worked closely with the Animation Director on organising work required for final quality

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My old level design maps can be found in the game. 
And I have a collectible VHS named after me

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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:

  • Ownership of Multiple levels 

  • Gameflow management and structure

  • 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.

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