01 / Games

Finding the fun

Game design and technical design across systems, progression, tools and content.

View game work
Ask me about

Personal projects

01 / Roguelike multiplayer RTS

Blood

A roguelike multiplayer RTS.

Blood prototype showing opposing units, resources, rituals and construction controls
Personal project

Blood

A roguelike multiplayer RTS.

02 / Third-person climbing

Rewild

A third-person game about climbing and rewilding civilisation.

Rewild prototype character traversing steep terrain
Rewild prototype character standing among dense vegetation
Personal project

Rewild

A third-person game about climbing and rewilding civilisation.

'Work' work

Natural Motion

01 / Live game

CSR2

Live event design, cars, car creation and feature work.

A montage of CSR2 American Road Trip events running from Detroit to the San Francisco finale
Linked event series

American Road Trip

I was the primary event designer on CSR2’s first linked event series: a full quarter of connected content. It was a communal effort, remains the game’s most successful quarter of business to date, and won Zynga’s Bold Beat of the Year.

CSR2 parts screen showing Petah’s permanent crate beside prestige parts
Feature work

Petah’s Permanent Crate

My wider live-design remit included car and car-creation work, alongside features such as Petah’s Permanent Crate.

CSR2 New York Duality Cup event screen
CSR2 Trinity Cup event screen
Event formats

Duality and Trinity Cups

I also created the Duality and Trinity Cup formats, built around two- and three-car line-ups.

View CV (PDF)
02 / Next generation

CSR3

UX, progression systems, live content, game modes and car balancing.

CSR3 event browser showing campaign, supplies, dailies and multiplayer categories
UX

Event browser

I reworked the game’s UX and flow into a streamlined Event Browser. It saw up to a 5% lift across soft-launch metrics in one release.

CSR3 Aftermarket Mods inventory with a selected suspension mod and its stats
CSR3 car screen showing an equipped Aftermarket Mod and its bonus ability
Progression

Aftermarket Mods

I led the creation of Aftermarket Mods as a new upgrade and progression vector. Perks and abilities, including double nitrous, add strategic choice to how a car is built and raced.

Content design

Live content and game modes

I designed almost all of the game’s seasonal content and live events, alongside a wide range of modes and event types, including two networked crew/guild modes.

Systems design

Car balancing

For the live game, I rebalanced every car as part of the shift to a CaRPG, making each one a distinct character within the game’s routes and wider balance.

View CV (PDF)