Founder & Lead Creative at Steely Glint Games 



The Book

I'm currently writing the game design book I've always wanted to read. An insanely practical, concise and well researched guide for game designers that helps them tackle the most common design problems and tricky team situations they'll likely face. It is a book for busy game designers written to help them make the best games possible with the times and resources they have.  

Want to know more?



The Blog

Posts on game design and more.

This does not get updated often :) 

Archive RSS

The Games

I make and design video games. I dig systems design, level design and figuring out how to make great games happen. I’m not afraid of a little code either.  

Party Pugs

Lead Creative, Steely Glint Games

My studio's first original IP developed with the help of our publisher All 4 Games. Party Pugs was featured by Apple and charted at #2 in the Puzzle category, #25 overall in games. We also were nominated for two awards including best puzzle game and we got a nice mention on Kotaku. Party Pugs features 40+ Pugs, 100+ levels, developed in Unity over 6 months on Google Play, iTunes and Amazon Kindle. I handled the biz, planning, design and a lot of the coding. Worked remotely with a cool team of 5 talented contractors to help make it happen.  

Horizon: Zero Dawn

Senior Designer, Guerrilla Games

Working closely with our Creative Director to define, develop and communicate the core player experience at the centre of Horizon: Zero Dawn. 

Killzone Shadow Fall

Senior Multiplayer Designer, Guerrilla Games

Launch titles are something special and I'm so proud of what we managed to make in the time we had. I was part of the multiplayer development on the PS4 launch title from pre-production to post launch support. I oversaw, documented, designed, created then balanced our player classes, abilities, gamemodes, scoring systems and player progression. I also managed our analytics workflow, organised worldwide playtests, mentored interns, developed live tiles, activity feeds and collaborated on our web presence with external studios. 

Killzone 3

Multiplayer Designer, Guerrilla Games

Helped push Killzone 3 from alpha through public beta to launch. Work included level creation, systems design and game balancing. Post launch I spent much time on our community forums, created the multiplayer level “Stahl Arms” and oversaw the remake of the classic fan favourite "Radec Academy" level.

GTA IV: The Ballad Of Gay Tony

Multiplayer Level Designer, Rockstar North

Designed and implemented core game modes, key technical systems and core mechanics. If you ever boosted a nitro powered car, that was me. Much fun. 

GTA IV: The Lost & Damned

Multiplayer Level Designer, Rockstar North

Created online missions. Fixed bugs. Was awesome. 

All Points Bulletin 

Junior Software Engineer, Realtime Worlds

Turns out data is cool. During my internship I developed game specific C++ code and an accompanying Windows app to track player behaviour in game and then display this information via charts, graphs and other useful visualisations for our game designers.