My Projects
I’ve worked on a few different projects, check them out!
Ashenford
A 13-Week, student major work project created by a team of four developers.
My role: Game, Level and Narrative Design
Development period: June 2025 - September 2025.
Engine: Unreal Engine 5
Description:
Ashenford is a FPS action-horror experience that follows the collapse of a small town as a result of corporate greed causing a local calamity event.
You are tasked to work with a mysterious stranger who contacts you over the radio to try and escape the overrun town in one piece.
My Contribution to Ashenford:
- I was responsible for level design, greyboxing and completing an art pass.
- Designed a hand-crafted level with environmental storytelling.
- Created the main menu.
- Designed some UI elements.
- Worked closely with the teammates discussing design choices.
- Iterating on features appropriately based on player feedback.
- Narrative design, alongside writing dialogue for notes, lore items and character dialogue.
- Created promotional materials as a part of a press kit.
Key Contributions
Level Design
As Ashenford’s Level Designer (and as a person who is incredibly passionate about level design) I put a lot of love and care into the game’s main level. I was very focused on the player’s experience within this world. It was important that the player would understand the inhabitants of this world, even just through environmental storytelling alone. I often iterated on the level flow, pacing, narrative elements and player navigation to ensure players could intuitively navigate the world without becoming disoriented. I focused on balancing the area, using thoughtful encounter placement, intriguing points of interest, and pacing to create a consistent rhythm of exploration and discovery, ensuring players remained engaged throughout the experience.
To support rapid iteration, I greyboxed the entire world using UE5’s modelling mode, allowing the team to quickly test and implement design changes (Ashenford evolved a lot throughout the development period). Once the level had been refined based on player feedback from weeks of playtesting, I then completed an art pass, trying to maintain greybox elements to preserve the intended gameplay experience. As this was the largest level I’d ever designed, I developed a level streaming plan with natural opportunities to load and unload sections of the level in areas the player would likely not notice. This helped create seamless world loading while also optimizing the game.
Main Menu
I designed Ashenford's main menu to introduce the player to the game's atmosphere before gameplay begins. Inspired by BioShock Infinite, I created a main menu where selecting an option transitions the camera to a different location within the environment, instead of opening traditional overlay panels. I found that this approach allowed the player to immerse themselves within the world of Ashenford. To reinforce this, I integrated menu interfaces into the environment using physical objects such as signposts, noticeboards, and information displays. This pseudo-diegetic approach helped the UI feel grounded within the world. It also looks pretty cool.
Promotional Materials
I designed Ashenford's visual identity by creating the game's logo and promotional poster. The logo was developed to be clean, scalable, and easily recognizable across UI, marketing, and in-game. For the poster, I was inspired by ‘minimalist’ game posters, which typically feature silhouettes of structures or characters, accompanied by a distinct game environment in a vector art style. This style choice was made both due to time constraints and my sound knowledge in Adobe Photoshop. However, I find that minimalist game posters tend to show that a game has a strong identity if it can be recognized even in vector art format. Therefore, I believe this style choice was thoughtful regardless as it relies on silhouette and atmosphere to create intrigue rather than explicitly showing gameplay or enemies.
ChromaNoir
A revival of a game-a-week game. Created by a two-person team.
My role: Game and Level Design
Development period: September 2025 - Current
Engine: Unreal Engine
Description:
ChromaNoir is a detective adventure set in a world where everything is in black and white. In this game inspired by 1940s film noir and the silent film era, you use your unique ability "Chromatic Conjuration" to paint objects into existence, uncovering secrets and solving puzzles to crack the case.
My Contribution to ChromaNoir:
- Designed hand-crafted levels that both guided and challenged players with progression difficulty.
- Puzzle design that complimented the player characters' abilities.
- Enhanced visibility by implementing post-processing to offset the dark, black-and-white palette.
- Worked closely with the programmer discussing design choices, iterating on UI and mechanical features.
- Narrative design, alongside writing dialogue pop-ups for quest and lore items.
- Created promotional materials as a part of a press kit.
One Long Dungeon
A game I contributed to during an 8-week internship with Pixel Pasture.
My role: Game and Level Design
Development period: March 2025-May 2025
Engine: Unity
Description:
One Long Dungeon is a fast paced first person RPG that combines standard RPG elements with the souls-like genre, replacing standard turn-based combat for swordplay (attacks, parry, counters) with each enemy having a pattern to learn.
My Contribution to One Long Dungeon:
- Planned and greyboxed levels, including creation of test assets.
- Designed UI mockups for artist iteration.
- Contributed to core game design concepts.
- Worked closely with the programmers and designers, discussing design choices, iterating on UI and mechanical features.