Games

2016: Kim (PC/Mac/Linux)

Kim is a procedural RPG that lets you explore Rudyard Kipling’s India as his lovable hero Kim. Tell your own versions of this classic adventure through branching narratives, stealth, combat and survival gameplay.

My Responsibilities:

  • Team Lead: I led a team of 6 freelancers in different disciplines
  • Game Design: I researched and designed the game
  • Publishing: I organized QA, marketing and liaised with Steam

 

2015: Rise: Battle Lines (PC/Mac/Linux/iPad)

Rise is a simultaneous turn-based battle simulator. Draft armies and fight quick, exciting battles. Issue orders at the same time as your opponent so there’s no waiting around then see how the battle unfolds!

My Responsibilities:

  • Team Lead: I led a team of 8 collaborators in different disciplines
  • Game Design: I designed the game’s rules, units and UI
  • AI Design: I designed the game’s AI

 

2015: Risk (Xbox One/PS4)

Risk is a near-future reimagining of the classic board game. New technologies and the addition of general units add exciting new systems to keep things fresh. Battle the AI or friends online and find out if you have the makings of a modern military leader!

My Responsibilities:

  • Map Design: I worked with the Lead Designer to develop maps for the game
  • Multiplayer Leagues: I designed the online league system
  • Scoring: I designed the scoring system

 

2014: Dreaming Spires (Board Game)

Dreaming Spires is a board game, which lets you lead an Oxford University college from the medieval era through to the modern day, meeting the great scholars and dealing with tumultuous events from history. It was funded through Kickstarter, raising over $35k, and published by Game Salute.

My Responsibilities:

  • Design: I researched and designed the game
  • Project management: I hired artists and managed our schedule
  • Business Development: I secured a publishing deal with Game Salute

 

2013: Wipeout (iOS)

Wipeout is the physics game based on the hit TV show. Play as a series of crazy characters trying to complete the assualt courses as fast as they can. Failure is not all bad when you get to see your characters ragdolling and earning points for painful Wipeouts.

My Responsibilities:

  • Game Design: I worked with the Lead Designer to establish the core concepts of the game
  • Character Design: I balanced the character’s stats to provide varied gameplay
  • Scoring: I designed and balanced the scoring system

 

2012: Call of Duty: Black Ops Zombies (iOS)

Call of Duty: Black Ops Zombies is a recreation of the classic Zombies mode from Black Ops. Endless waves of increasingly dangerous zombies hunt you across a selection of maps from the console title. Its been a great critical and commercial success.

My Responsibilities:

  • Leading Design: I shared lead responsibilities for the Ascension map
  • Weapons: I designed the Ascension-specific weapon’s implementation
  • Balancing: I balanced Ascension-specific features e.g. the monkey rounds

 

2011: QuBIT (iOS)

QuBIT is a hi-octane, score-attack racer, where you steer a futuristic mining robot through valleys of crystals smashing as many as you can. Colour-matching adds a layer of strategy and the pumping soundtrack and excellent graphics create a polished experience. QuBIT was well-reviewed and received an update adding a new mode, track and choice of characters.

My Responsibilities:

  • Game design: I worked on the physics and the scoring, building a game on top of our puzzle-racing prototype
  • Balancing: I balanced the core game and the new characters
  • New mode: I designed and implemented the Surge mode
  • Back story: I conceived the back story for QuBIT

 

2011: Fable: Coin Golf (WP7)

Fable: Coin Golf is a puzzle game in which you must guide your puck through levels to progress. Tactile ‘pull back and release’ controls and realistic physics create an engaging sandbox. The levels are filled with interesting features, such as exploding barrels, slippery ice and teleports. Fable: Coin Golf received excellent reviews and was included in The Guardian’s best apps of 2011.

My Responsibilities:

  • Game design: I contributed to the core design
  • Physics: I designed the physics using Box 2D
  • Level Design: I designed over half of the levels
  • Features: I designed many of the level’s puzzle objects

 

2011: Transformers: Dark of the Moon (iOS)

Transformers is a twin-stick shooter, in which you control Optimus or Bumblebee as they progress through the story of Transformers 3, the movie. You can transform between robot and vehicle forms to help you advance through intense combat sequences and dramatic set pieces. Transformers sold well on the AppStore.

My Responsibilities:

  • Level design: I designed half of the levels in maya
  • Scripting: I wrote all of the script for my levels in LUA
  • Features: I worked with the design team to decide which features we should add to  improve gameplay

 

2010: Lara Croft and the Guardian of Light (iOS) 

Lara Croft and the Guardian of Light was a port of the XBLA game but rebuilt from the ground up in our Marmalade SDK. An ambitious project, it brought many hours of puzzle-platform gameplay to iOS in beautifully rendered levels. The variety of environments, enemies and puzzles and the excellent art and lighting made it a pleasure and a challenge to make!

My Responsibilities:

  • Level design: I designed half of the levels in maya
  • Scripting: I wrote all of the script for my levels in LUA
  • Set Pieces: I set up and scripted a number of unique set pieces