"Empowering the next generation of creators through industry-aligned curriculum and hands-on mentorship."
My teaching philosophy is rooted in radical student empowerment and a "facilitator-first" mindset. I utilise Socratic debugging, acting as a "rubber duck" to guide students through their own logic, and an "In-House Expert" model to build peer-to-peer resilience. By pretending to not know the answer the students are looking for and try to find the solution together or empowering them to reach out to one another, transforming the classroom into a self-sustaining ecosystem of collaborative problem-solvers.
Beyond technical mastery, I focus on the intersection of communication, curiosity, and resilience. I guide students through an Agile approach to project management, helping them translate "wild" creative ideas into functional MVPs with structured milestones and stretch goals. My goal is to ensure students don't just learn tools, but master the ability to reverse-engineer the games they love and articulate their design decisions with professional clarity.
One key rule I try to go by, I ask everyone to teach back what they have learned as teaching helps to learn more!
I try to put the student at the heart of the learning experience:
Personalised Mentorship: Tailoring technical feedback to align with each student's unique creative voice and career aspirations.
Inclusive Learning Environments: Implementing differentiated instruction to ensure complex programming and design concepts are accessible to students of all backgrounds and skill levels.
Empowering Agency: Transitioning from 'Lecturer' to 'Facilitator,' encouraging students to take ownership of their projects and problem-solving processes.
Here you can find lists of some subjects I am qualified and have experience to teach:
Game Engines & Programming:
Unity [C#]
Unreal Engine [Visual Scripting & C++]
Raylib [C++]
Twine [HTML & CSS]
and many more...
Design Theories & Principles:
Theories of Play [Flow, Magic Circle, etc]
Narrative Design [Character and Story]
Mechanics [MDA and ADM]
Level Design [Environmental & Game Level]
UI/UX Design [Theoretical and Practical]
and many more...
Professional Practice & Tools:
Production Pipeline
Team Managment Skills
Waterfall / Agile Methodology
Atlassian Tools [JIRA, Trello, Confluence, etc]
Miro and Nuclino
Business and Marketing
and many more...
Here I have two samples for you, first is a class on Narratives in Games, the other is the complete module of Business and Marketing that I have spearheaded to create. The Content and the Sequence of them all.
Since we only had a limited time, and this presentation was to be presented not just in classes that I lead but across UK, it was important to keep all the important information either on the slides or on the precentors notes.
The idea of this workshop sheet was to remove the curtain of magic for the students and help them discover the thought process in their favourite narratives. Hopefully leading them to reverse engineer the technics so they can implement it into their own games.
It was important to keep this short and simple. If it was long and confusing, other lecturers might not invest into reading the details that may be useful or impactful for the future lessons.
Originally there was no content for this module. I single handedly structured the sequence of this module and the content that are needed to deliver every class. You can see the entirety of my work inside the Google Sheets below. I had it sent out to all the lecturers across the nation and kept a weekly meeting to ensure they are aware what is being delivered each week, why and how!
I let the students work and words do the talking here:
I am available for any and all kinds of Lecturing and Curriculum Consulting. My contacts details can be found in "About Me" page