Summer 2026 Master's Project at Abertay University | Unreal Engine
Led a team of 12 to develop a complete game demo fulfilling the design brief provided by our client, Hyper Luminal Games
Synthesized team ideas into an elevator pitch and MVP scope, pitched to clients, and then co-ordinated delivery of Prototype, Alpha, Beta, and Gold Master builds
Defined pillars, key mechanics, and a puzzle design framework in service of the brief
Owned implementation for all puzzles, overall game flow, tutorialization, and doors
Prototyped, iterated, and optimized C++ Actors, Components, & Blueprint children
Collaborated with level designers to tailor puzzle difficulty, add complexity, and incorporate narrative through environmental clues & dialogue
Directed the game's narrative, outlining the structure in alignment with gameplay, creating lore to incorporate into environment design, and writing all dialogue
Gave actionable feedback to designers, artists, and programmers to bring all assets & game features in line with one another in service of a cohesive gameplay experience
Winter 2026 Master's Project at Abertay University | Unreal Engine
Planned and led workshops for 5-6 youth participants to co-design the game
Collaborated with design and programming team members to create a non-linear narrative progression system for emergent/branching storylines
Utilized Unreal's Gameplay Ability System plugin to create a flexible & designer friendly RPG / auto-battler combat system
Used spreadsheets to create level up stat progression data tables and combat encounter balance calculators, ensuring quests were beatable but challenging at the intended levels
Designed and implemented magic items & allies that grant new abilities when equipped/recruited, increasing depth of gameplay in line with our pillars
Created and maintained a Miro diagram for designing systems & game architecture
Fall 2025 Master's Project at Abertay University | Unreal Engine
Designed & documented the core gameplay loop and intended player experience, then designed systems that brought the experience to life
Implemented Distraction Events & Interactable Objects to create exciting moments
Created and maintained game balancing spreadsheets for all systems and features, allowing predictive calculations & rapid iteration by reimporting Data Table sources
Refactored game flow from linear execution to event based / asynchronous to eliminate bugs and allow for a much smoother player expereince
Collaborated closely with artists and our sound designer to define efficient pipelines and ensure their work was represented at the highest possible quality
Summer 2023 Design Internship at Riot Games | Riot Internal Tools
Implemented and iterated unit ability designs and trait bonuses for auto-battler combat
Communicated actionable feedback and constructive callouts on the design, feel, and balance of Sets 9.5, 10, and 11 during daily playtests and stand-ups
Adjusted unit and trait power levels as part of the 9.5 live balance team
Designed special event mechanics for the final patch of Set 9.5 to promote Set 10
Polished VFX and animation timings to meet a high standard of game feel
Learned Riot’s internal tools and pipelines quickly and efficiently
Received 1-on-1 mentorship from senior designers on design approach and best practices
4th Year Capstone Project at University of California Irvine | Unity
Conceptualized and pitched the game’s original premise to recruit a team of seven
Designed and programmed the core gameplay loop and sophisticated opponent AI
Directed narrative, art, and game design to ensure cohesion between departments
Led twice weekly stand-ups for feedback and collaboration between all members
Conducted 1-on-1s to ensure each member felt comfortable and satisfied with their work
Created and maintained design and production documents including a task tracker and macro to successfully manage scope creep, workflow, and deadlines
Prototyped to allow playtesting and iteration before implementation was done