Projects
Striving for Excellence
No matter what I'm working on, I endeavour to push myself to do my best in each of my projects. As I work I'm always learning, and growing.




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GRIMOIRE
Currently in Production
Role - Design, Production & Narrative
In this varied role, my position is split into three parts; game design, narrative design, and production. We are currently working on the visual novel GRIMOIRE.
Design: My role primarily involves the in-engine aspect of creating the game; implementing assets, implementing play-tester feedback, and coding the branching dialogue trees. I am also responsible for writing and updating the Game Design Document. I also undertake minor Market Research and Target Market duties.
Production: My role involves writing organising all documentation relating to the game, processes relating to the team, and managing the sprints through Pre-Production, Alpha, Beta and Gold using task tracking software.
Narrative: My role involves writing the story of the game, from concept through to ship date. This also involves communication with team members, to ensure the game is thematically consistent.
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Extraterrestrial Transmissions
Role - Design and Production
Extraterrestrial Transmissions (PC) is a single-player game, developed at Global Game Jam in Melbourne. With a 2.5 day development cycle and a strong team of artists, the goal for the Jam was to create an aesthetically pleasing game with minimal mechanics.
As Designer, it was my responsibility to ensure that mechanics were enjoyable, intuitive, and within the scope of the 2.5 day Jam. I also ensured there was balance between the aesthetic nature of the game, and the simple mechanics.
As Producer, I managed artist expectations around implementing assets into the game, while still ensuring a beautiful, polished and enjoyable product was delivered.
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Whimsical Wares
Role - Team Leader, Lead Design, Production
Whimsical Wares (iOS & Android) is a 2nd Year Student Project with 6 month development cycle. The goal for the project was to learn the processes behind publishing a game for mobile, and have a game to include on our portfolios when applying for work within the local industry.
As Team Leader, it was my responsibility to liaise with Lead Artist and Lead Programmer to ensure all work being completed stayed true to our vision of the game. I also ensured deadlines were met, and that team members were communicating openly and effectively with one another.
As Lead Designer, I ensured that mechanics I developed were effective, balanced, and pleasing for the player. I wrote all documentation pertaining to the design of the game, and updated it as the game evolved. I worked closely with the Lead Programmer to ensure mechanics would translate into the code well. I also organised QA, and translated feedback given into meaningful changes to be made to the game.
As Producer, I tracked all tasks using Trello and Burndown Chart for Trello, and critically evaluated mechanics and features for the game against our limited scope. I instigated meetings to discuss timelines, direction and any issues that were surfacing through development. I communicated with external stakeholders to update them on the project's progress, and communicated the stakeholders expectations to the entire team.
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Rattos with Hattos
Role - Design and Production
Rattos with Hattos (PC) is a 2nd Year Student Game Jam game, with a 2.5 day development cycle. The goal for the project was to create a short, fun game for 2 players, but only using 1 controller.
In a dual role of Designer and Producer, it was my responsibility to ensure that mechanics were simple, intuitive, and within the scope of the 2.5 day Game Jam. I also facilitated communication between designers, artists, and programmers to ensure a polished, playable product was developed.
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Space Coast - Toast to Toast
Role - Design and Production
Space Coast - Toast to Toast (PC) is a 2nd Year Student Game Jam game, with a 2.5 day development cycle. Focusing on a Vaporwave aesthetic, the game mimics the trademark look of Vaporwave and an old Windows computer game.
In a dual role of Designer and Producer, it was my responsibility to ensure that mechanics were simple, intuitive, and within the scope of the 2.5 day Game Jam. I also managed workflow and delegating tasks verbally and in Trello, and helped facilitate communication between streams (Design, Art & Programming). I also assisted reviewing the various builds of the game.
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Choppy
Role - Production and Design
Choppy (Android) is a 2nd Year Student Game Jam game, with a 2.5 day development cycle. The goal for the project was to create a fun, bright and simple mobile game.
In a dual role of Producer and Designer, I helped facilitate communication between designers, artists, and programmers to ensure our vision was the game was developed within the limited 2.5 day scope. I also assisted the Lead Designer of the project in testing the game for Android, and ensuring there were no critical bugs.
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The Waddlesome Feud
Role - Assistant Design and Production
The Waddlesome Feud (PC) is a 1st Year Student Project, with a 4 month development cycle. The focus of the project was to teach students about scope, timelines, and working as a team. Our goal as a team was to deliver a fun, interesting game to show our classmates.
My role within this project was assisting the Lead Designer & Producer with delegating tasks, managing team expectations, preparing documents and presentations, as well as facilitating communication between each stream (Design, Programming & Art). I also assisted maintaining our short-term Facebook and Tumblr pages.