Dead Island 2
Worked on gameplay systems across combat, weapon design, progression, rewards, exploration, and general balance.
Game design / systems / combat
I have shipped multiple products as a Games Designer and helped teams improve their games through iterative feedback as a consultant and video game critic, drawing on more than 10 years of experience across game development and games press.
Worked on gameplay systems across combat, weapon design, progression, rewards, exploration, and general balance.
Product ownership and combat design support for new weapons, abilities, player rewards, exploration, and progression.
Expansion work on combat systems, weapons, rewards, exploration, RPG progression, and the Crossbow experience.
A cinematic hack-and-slash prototype in Unreal Engine 4 built around responsive combat, AI flow, animation, and camera craft.
Specialist testing support with gameplay and combat feedback for Ubisoft's open-world third-person tactical action game.
General gameplay testing support for United Front Games' 3v3 competitive multiplayer action game built around crew-based street fights and quick tactical decisions.
General game and combat testing support for Turtle Rock Studios' asymmetrical multiplayer action game about hunters taking on a player-controlled monster.
Focused feedback around mechanics, exploration, and player experience for Ubisoft's first-person action game in the iconic Far Cry franchise.
A charming shapeshifting adventure made in a week with a small team, following a legendary fox on a final journey to revive a dying world.
A group uni project set on a remote Antarctic bioweapons base, inspired by iconic franchises like The Thing and Resident Evil.
A storytelling pitch for a psychological thriller mixing investigation, action, puzzle solving, and cinematic suspense.
A ridiculous endless runner where you play as a not-so-bright vampire rushing to blow out all the lamps, so that they don't wake up the sun.
Focused design support for demos, vertical slices, and playable builds, from first-pass critique to deeper feedback on game feel, readability, systems, and direction. Combat is one of my specialties.
Talk through your demo, design direction, current challenges, and the kind of support that would move the project forward.
Press-informed feedback on first impressions, strengths, weaknesses, readability, and likely player reception.
Across different combat styles, strong feedback, meaningful strategy, responsiveness, and clear reactions help make action hard to put down.
Clients worked with
Reach out for consultation, project work, or a focused review of a gameplay problem your team is trying to solve.