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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.