Currently I work as a Junior Game Designer for Milky Tea Studios. Previously, I was a QA Analyst, working at Team17 and I have a BSc in Computer Gaming Technology from Anglia Ruskin University. You will find a portfolio of my work and professional experience on this page. Please scroll down to view my entire portfolio or press the buttons below to skip to my games or profile.
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At Milky Tea I am involved in a small team which allows me to have many responsibilities and ownerships as a Junior Designer such as level design, progression, and some of the specific mechanics.
This opportunity has allowed me to grow into an all purpose designer instead of being tied to one discipline. Every day I get to stretch and develop my design skills using Unity, paper design and in-house tools and software, as well as communicating and collaborating these designs with other departments.
When testing Killer Frequency, I had first-hand experience with how game development works on a scale as grand as Team17, how important quality assurance is to game development, and how communication with production and design to create the best possible product is achieved.
Some of the things I have learned working on Killer Frequency are how to set up console test kits with their development software and to install builds, how to log game bugs clearly and effectively execute scripted test plans, the importance of constant key communication with the test lead and the rest of the team; and how to work efficiently during an intense submission period.
My time on Headbangers Rhythm Royale was spent perfecting the QA skills I had been introduced to by working on Killer Frequency, with the addition of taking the challenges that come with testing a multiplayer title.
When working on a multiplayer title, bugs with low reproduction rates, edge case issues, and bugs that require a long setup would be more frequent. This meant that my reports and evidence needed to be more descriptive than ever so the other departments could get issues resolved as soon as possible.
Killer Frequency - QA Analyst
Headbangers: Rhythm Royale - QA Analyst
Dredge - QA Analyst (Not Credited)
Blasphemous 2 - QA Analyst (Not Credited)
Hell Let Loose - QA Analyst (Not Credited)
Aqwa is a mobile game that I worked on as the primary designer in Polyfruit Studios LTD. The project was worked on during April and June 2021.
As the game designer for Aqwa, I was responsible for developing the game using Unity. To achieve a finished product, I would use my leadership skills to liaise with the Art, Programming and QA teams to communicate what I would need while providing constructive feedback and applying any I had received.
Parking Paradise was a vertical slice of a potential solo commercial game I created to maintain my game development skills while looking for employment post-university.
The game is something I am passionate about as a concept; as is, it could be pushed very far and provide an experience that has not been done in games.
Parking Paradise's development ceased in May 2023.
Give Parking Paradise a try to see my design and development skills!
Bitesized overview of the projects I have worked on both as a Game Designer and as a QA Analyst.
Diverse portfolio of projects created at university, including VR, mobile and group work.
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