[ CURRICULUM VITAE ]
Systems & Technical Designer
I design and prototype gameplay systems, primarily in Unreal Engine. Focus areas include simulation, economy, AI behavior, crafting pipelines, narrative systems, and world-building. I work hands-on in engine, build tools when needed, and iterate through prototypes to explore how mechanics behave.
[ CONTACT ]
For opportunities or collaboration contact me through LinkedIn
[ KEY SKILLS ]
- Systems Design — economy, crafting, AI schedules, simulation
- Technical Implementation — UE5 Blueprints, C#, data tables, debugging
- Prototyping — blockouts, spreadsheets, tuning, tools, iteration
- Narrative Systems — terminals, flags, quests, gating, branching
- Documentation — specs, flow diagrams, tuning notes, onboarding
[ TOOLS & ENGINES ]
- Unreal Engine 5 (Blueprints)
- Unity (C#)
- Papyrus (Fallout 4)
- SMAPI / C# (Stardew Valley)
- Perforce · Git · Blender · Photoshop · Excel
[ PROJECTS ]
- Project Rialto — systemic historical RPG (UE5)
- Dead on Arrival: Remastered — shipped Steam release
- Golden Piggy Buffs — systems mod (C# / SMAPI)
- NeuroScape — terminal narrative (Fallout 4)
[ EDUCATION ]
BA Computer Games Design — First Class
Solent University (2020–2023)
Level 3 Games Development — Distinction
Wiltshire College (2018–2020)
[ PROFESSIONAL EXPERIENCE ]
Stannah — Upholsterer (2023–Present)
Starbucks / Coffee #1 — Barista (2016–2023)