Selected work

Revolver Rift
Level Designer · Kahr Works GmbH · Commercial
5+ multi-building compounds taken from 2D layout to playable greybox on an announced AA PvPvE extraction shooter. Approach routes, cover spacing, sightlines and contact points, tuned through studio review.
Dec 2024 – Jun 2025 Unreal Engine 5
Case study
To Pierce Eternity
Level Designer · Hyper Luminal Games client brief · Abertay MProf
Research, paper planning, 2D layout and blockout of every playable area, then chase implementation and QA-led revision, on a level where the interface deliberately lies.
May – Aug 2026 Unreal Engine 5
Case study
Hull & Horizon
Lead Level Designer · V&A Dundee client brief · Abertay MProf
A first-person deck route built for museum visitors with no markers and no fail state, then changed from what 10 structured observation sessions showed.
Feb – May 2026 Unreal Engine 5
Case studyMy own games
I make these in Unity with Claude Code. I set the brief, make the calls and judge every build by playing it. Claude writes the code, and bots check the levels. Each game page credits which part is mine and which is Claude's.
How I work, with examples

CROWNFALL
Director and designer · My own game · Mobile puzzle
A cannon puzzle with no physics engine: every collapse is a rule, so a solver proves all 300 levels. When the levels felt placed by a bot, I had all 300 regenerated, and now 292 of them have exactly one answer.
Sep 2026 Unity 6 Android
Case study
BRAMBLE LANE
Director and designer · My own game · Cosy pixel game
Walking a young Belgian Malinois, one choice at a time. When every walk felt the same, we changed what makes a day different, and a test now plays 200 days to prove no two walks are built alike.
Oct 2026 Unity 6 Web and Android
Case study
GETAWAY CITY
Director and designer · My own game · Mobile puzzle chase
A police chase that freezes at every decision, and you choose what falls in front of the cops. I stopped it at job 13 on readability; now a render check holds every decision to measured rules.
Sep to Oct 2026 Unity 6 Android
Case study
CATFLAP
Director and designer · My own game · Mobile puzzle
My first game: 100 levels where the order you tap in is the puzzle. I solved the finale in fifteen seconds, and random tapping won it three times in four. We rebuilt the curve until it was once in fifty.
Sep 2026 Unity 6 Android
Case studyComing soon
My own game · In development
A new game I am making now. More here when it is ready to show.
More work

GoodBabies
Level Designer · Team prototype
One room, a fixed camera, and every critical read kept inside the frame.

Maharaja's Palace
Level Designer · Personal study
Palace architecture as multiplayer structure: routes, landmarks, counterable height.

Promised Night
Level Designer · Personal study
An Indian haveli built around looping routes and light-led guidance.

Baby's First Tower Defence
Level Designer · Two-week team jam
Terrain funnel, elevation and a central landmark in an open arena.

The Dam
Level Designer · Personal study
Beat order and environmental framing, with the first greybox pass in seven days.
Open to Level Design roles.
Dundee, UK. Open to remote roles and relocation.