UNIVERSITY PROJECTS

Level design, systems programming and collaborative work from my time at Norwich University of the Arts

WEAVING SHADOWS

External Design Test for D3t
An external level design test set by D3t: a concept for an additional chapter of Unravel, introducing a light and shadow mechanic that bridges Chapter 5 and 6. Designed and built an in engine, with a full written design document detailing the mechanic, its narrative placement and how its respects the game's existing design language.

Team

Solo

Year

Year 2

Engine

Unreal Engine 5.4

Language

Blueprints / Visual Script

Role

Level Designer

Type

External Design Test

WHAT I WORKED ON

✦ Designed an additional level concept for Unravel, set between Chapter 5 and 6, introducing a new light and shadow mechanic
✦ Storyboarded scene progression from introduction through climax, inspired by Unravel level designer Dick Adolfsson's approach
✦ Built a 3D block out in engine, interpreting the storyboarded concept into a playable space
✦ Sourced and integrated marketplace asset packs to dress the environment to a production realistic standard
✦ Mapped level pacing, puzzle placement and lighting direction across the full sequence
✦ Produced a full written design document detailing the mechanic and how it respects the game's existing design language

SKILLS SHOWCASED

▸ Level design and pacing for an existing, established IP
▸ Storyboarding and visual concept development
▸ Translating 2D concept into a 3D in-engine block out
▸ Puzzle and mechanic design within someone else's design constraints
 ▸ Design documentation to a professional brief

ALL MIRROR'S LIE

"A World Without _" University Project

Team

Solo

Year

Year 3

Engine

Unreal Engine 5.6

Language

Blueprints / C++

Role

Developer

Type

University Project
A solo-first person psychological puzzle game built around the Liar's Paradox, where contradictions and unreliable truths shape the world itself. Built specifically to push into C++ for the first time, combining a C++ core framework with Blueprint puzzle logic to create a fully realized, ARG inflected demo.

SKILLS SHOWCASED

✦ First C++ implementation in a full project, from framework to gameplay systems
✦ Independent debugging and problem-solving across build errors, interaction detection and puzzle logic
✦ Hybrid Blueprint/C++ workflow, balancing performance-critical systems with rapid iteration
✦ Level design planning and pacing for a puzzle heavy experience
✦ Cross-discipline collaboration with an asset production specialist

WHAT I WORKED ON

▸ Designed and implemented a C++ base framework covering core interaction and grab systems, shared across all puzzle actors in the scene
▸ Built a reusable C++ puzzle base component that all individual puzzles inherit from, enabling consistent puzzle-solving and cross-puzzle communication
▸ Developed the bookshelf and panel-input puzzle in Blueprint, layered on top of the C++ base systems
▸ Collaborated with an asset production student on custom VFX and environment assets, including a Niagara-based particle system
▸ Wove purposeful, ARG style design throughout, from the title itself hinting at a secret ending, to environmental details reinforcing the paradox theme

GALLERY

View the "BEHIND THE SCENES" to see and learn more

PESCI POLITICS

Collaborative Multiplayer University Project
A large collaborative multiplayer social deduction game built around political party intrigue, where players complete tasks while identifying double agents among them. Worked as gameplay programmer across an 8-week spritn cycle, owning core systems from inventory to UI polish.

Team

Collaborative

Year

Year 2

Engine

Unreal Engine 5.4

Language

Blueprints / Visual Script

Role

Gameplay Programmer

Type

University Project

WHAT I WORKED ON

✦ Built the evidence/popularity and inventory systems from scratch, including a parent-child item architecture shared across the whole team's content
✦ Designed and implemented the in-world terminal task system, iterating through multiple approaches to solve inventory upload and clearing logic
✦ Rebuilt core day-cycle mechanics under deadline pressure, proposing and implementing a full mechanics revision when the original system broke across multiplayer clients
✦ Delivered final UI implementations and polish: animating main menu, HUD, moving backgrounds and dynamic button feedback. Drawing directly on UI/UX experience from Odd Bug Studio
✦ Created the game's itch.io page and contributed to the GDD/showcase presentation

SKILLS SHOWCASED

▸ Multiplayer-aware gameplay programming and replicated systems
debugging
▸ Independent problem-solving under playtesting feedback and shifting
scope
▸ Applying professional UI/UX experience within a team production
pipeline
▸ Clear technical communication: detailed commits, structured dev log, cross-team collaboration
 ▸ Adapting and re-pitching core mechanics when a system failed under real constraints

GALLERY

View the "BEHIND THE SCENES" to see and learn more