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DESIGN WORK
Portfolio
Level design, game design, narrative design, and environment work. Case studies document the design problem, the decision, and the reasoning.
GAME DESIGN
UNKINDNESS OF RAVENS
A dying world. A crow pilot. A Raven that launches whether you're ready or not.
Time-pressure as a world-state mechanic. Dual locomotion (ground + drone). Koel reactive faction system.
Narrative Exploration · Action RPG · In Development
Solo Game & Narrative Systems Designer · UE5 Blueprints
BIO MIMICS
Narrative Mech-Combat RPG · Concept Stage
Solo Game Designer
"Armored Core meets Frostpunk." Pilot a biomechanical drone through corporate warfare to stop a second apocalyptic winter.
Core mechanical pillars, drone combat systems, and pitch materials complete.
KOEL
Reactive Story System · Pure Stealth· Narrative RPG ·   In Development
Solo Game Designer
A 10th-century Indian Ocean trading port where the city remembers what you do.Four-layer consequence system: faction disposition, world state variables, NPC memory, district evolution. The world's behaviour is the feedback.
PUNK NOIR
Souls-lite ARPG · Rapid Prototype
Solo Level Designer & Game Designer · UE5 Blueprints
A noir city where colonisation and labour have calcified into the architecture.
Level design, look development, enemy placement, rapid UE5 prototype.
SKINS: REDS
Boss Rush · Action RPG · Junk-Punk · In Development
Solo Game Designer
You wake up from the pile of trash with missing memory and note in your pocket that says, "Vander of Ion hold must die". Fill your gaps in memory, carving a path through gang territories, bio-hacked cults, and corporate kill-squads. use your guns, wits and this wasteland. Kill Vander, maybe not, your a Nobody now, Nothing you do matters or does it?
NARRATIVE DESIGN
UNKINDNESS OF RAVENS — WORLD BIBLE
Narrative architecture · World building
World structure, faction ecosystem, time-pressure narrative delivery, and the Raven launch as a story-ending mechanic.
FIRST SPRINGS — NARRATIVE ARCHITECTURE
Branching narrative · Three-path structure
30-day countdown, three divergent player paths, five lose states each with narrative purpose.
Audience-layered design: Tourist, Archaeologist, Performer.
KOEL — REACTIVE STORY SYSTEM
Narrative Systems GDD · 10th century Indian Ocean setting
Four-layer consequence system: faction disposition, world state variables, NPC memory, district evolution.
No morality meter. No UI feedback. The world's behaviour is the feedback.
Level DEsign
Level design work spanning blockout, encounter design, environmental storytelling, and competitive multiplayer.
Each entry includes a Level Design Document, process notes, and where available, in-engine screenshots or walkthroughs.
PUNK NOIR — BEACH, DOCKS & FISHING VILLAGE
3-zone level sequence · Souls-lite ARPG · UE5
Three connected zones built around the game's themes of labour and colonial power.
The beach is exposed — the player is vulnerable. The docks are watched — patrols, sightlines, chokepoints. The fishing village is the only space where the world feels human.
BIO MIMICS — STARTING ZONE
Tutorial level · Mech-combat RPG · UE5
Designed to introduce movement, drone flight, and combat in a sequence that doesn't feel like a tutorial.
Environmental cues replace explicit instruction where possible.
CONFIDENTIAL CLIENT — BATTLE ROYALE MAP (NDA)
Competitive multiplayer · Commercial freelance project
Full blockout through lighting and set-dressing. Sightline management, path width balancing, and engagement zone spacing for competitive play.
Work samples available on request under NDA.
ENVIRONMENT Design
Environment and landscape design in Unreal Engine 5, Gaea, and World Creator.
Work in progress — renders being finalised.
UKoR terrains
First Springs city zones
Skins & Reds
Desert
Tropical Island
Forest
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