[ 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)