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7.5 years. 9 shipped F2P titles. 1000+ levels designed, balanced, and iterated in Unity - currently working as a Senior Game Designer in Garden City Games. I came through engineering, but design is where I stayed — because this is where you get to make people feel something. I've written two murder mystery novels for the same reason. Every system I build, every level I balance, starts with one question: what should the player feel right now?
About Me
WHO AM I
| 9+
Shipped F2P Titles
| 1000+
Levels Designed
| 7.5
Years in Game Design
Codename: Snoopy
Design argument : Intel is your only weapon
Genre : Stealth
Solo prototypes exploring how mechanics produce emotional outcomes — every game, system, and level design decision visible in the playable build and accompanying docs.
Personal Prototypes
Guiding Light
Design argument : Sight has a cost
Genre : 2D Platformer
Professional Work
Kitchen Scramble: Cooking Game
Garden City Games, 2023 to Present
Product Owner, Sr. Game Designer
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Designed the PvE Duel System end-to-end — narrative framing, NPC behaviour, difficulty tuning, and level balance.
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Designed 12 special locations outside the saga map — specced art layouts, authored recipe prices, tuned customer difficulty, and balanced 25-level progression arcs.
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Introduced meta tasks and side objectives within special locations to keep gameplay variety beyond the core serving loop.
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Used level-by-level data across all 25 levels per location to identify difficulty spikes and drop-off points, iterating until each curve held.
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Balanced game economy across currency sinks, pricing, and progression pacing to keep advancement consistent and monetisation sustainable.
Cooking Cafe: Foodie Rush
Appon Innovate, 2018 to 2021
Game Designer & Level Designer
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Took the game from prototype to release, owning design decisions across the full production lifecycle.
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Designed 5+ locations with 30 levels each, built around distinct customer service contexts and difficulty arcs.
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Owned level design end-to-end across 150+ levels — customer queues, order difficulty curves, and layout.
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Developed a structured difficulty framework for customer pacing and order complexity based on genre analysis.
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Designed the wardrobe feature end-to-end — unlock logic, progression structure, and monetisation hooks.
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Authored recipe costs within a balance framework to keep economic decisions consistent and scalable.
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Used D1–D7 retention data to identify difficulty spikes and iterate on level parameters.
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