Roles
(Jan. 2014 – Present)
Cloud Imperium Games
- Principal Systems Designer (Dec. 2019 – Present)
- Principal Designer (Nov. 2016 – Dec. 2019)
- Senior Designer (Jan. 2014 – Nov. 2016)
My first six years at CIG were spent focused on the single player FPS & Space sim project, Squadron 42, primarily in the Level Design department.
Thereafter I moved to the System Design department, where I have worked on features for both Star Citizen (FPS & Space sim MMO) and Squadron 42.
(Sept. 2010 – Dec. 2013)
TT Fusion (TT Games - Warner Bros.)
TT Fusion had an interesting method of job titles vs. project roles, with designers being made lead of a particular team on a project, separate from their job title.
- Senior Designer (Oct. 2012 – Dec. 2013) – Lead Level Scripter (Lego Movie)
- Designer (Sept. 2010 – Oct 2012) – Lead Technical Designer (Lego City Undercover)
My first two years at TT were spent focusing on open world mission scripting, starting with pre-production prototyping, then production implementation for the open world Lego City Undercover.
My final year at the company was spent providing script support for the levels across the Lego Movie game.
(Mar. 2006 – Sept. 2010)
Dark Energy Digital (formerly Blade Interactive)
- Senior Designer (2009 – 2010)
- Designer (2007 – 2009)
- QA & Designer (2006 – 2007)
I started my Game Design career wearing numerous hats, initially helping to release the company’s Snooker titles as a primary source of revenue, whilst working on pre-production for numerous titles, including several internal iterations of Hydrophobia.
My work ranged from System Design, testing new proprietary level editing and scripting tools (starting with Lua, before moving to a visual scripting tool), pre-production level design exploration, testing what was possible with the water simulation engine, level scripting, as well as prototyping and seeing through to release “water power” game mechanics.