Design × Code

I’ve spent 13 years working in level design and the last 4 programming in C++, contributing to two shipped FPS titles in Unreal Engine and Source. I love building varied gameplay spaces with a focus on clarity, flow, and player readability. In support of this, I also develop the systems and tools that make those spaces easier to create and refine.

I’m particularly interested in bridging the gap between design and code, building features that make it easier to quickly experiment with and iterate on gameplay.

Core Tech:
  • Unreal Engine
  • C++
  • Blueprints
  • UMG / Slate
  • Multiplayer Networking
Focus Areas:
  • Level Design
  • Gameplay Systems
  • 3D Blockouts
  • Modular Assets
  • Paintovers

Games

Rogue Point key art

Rogue Point (2026)

I was the Lead Level Designer and Programmer, working across levels, gameplay systems, tools, and multiplayer features.

Black Mesa key art

Black Mesa (2022)

Served as Lead Level Designer for Xen, responsible for the design and development of major late-game environments.

All Projects

Oilrig

  • Multiplayer Level Design
Oilrig

A night-time assault on a winding and precarious Oilrig. A dynamic mix of verticality, long sightlines and claustrophonic corridors makes this level a challenging space to navigate and fight through.

Checkpoint Mall

  • Multiplayer Level Design
Checkpoint Mall

A sprawling Mall complex that functions as several maps rolled into one. It supports the widest variety of level configurations in Rogue Point and showcases the game's arena combat at its most flexible.

Randomization System

  • Code (Systems)
Randomization System

The core system behind Rogue Point’s level population and randomisation. Designed to balance unpredictability with strong player direction, while enabling rapid designer iteration.

Planning & Markers

  • Code (Systems)
Planning & Markers

A centralised system for managing Rogue Point’s UI markers across the Planning Screen, Compass, and World, designed to keep behaviour consistent while simplifying iteration.

Custom Objectives

  • Code (Systems)
Custom Objectives

A framework that allows designers to create bespoke mission objectives in a simple and reusable way.

Viz Component

  • Code (Editor)
Viz Component

A reusable editor visualisation component that allows designers to quickly add debug shapes to actors, making complex properties easier to understand and configure.

Level Design Menu

  • Code (Editor)
Level Design Menu

An extension of Unreal Engine’s Play in Editor workflow, designed to centralise testing tools and reduce friction when working with Rogue Point’s systems.

Property Customisations

  • Code (Editor)
Property Customisations

A set of editor customisations designed to make commonly used data structures easier to read and edit, especially when nested or used in containers.

Level Layout Types

  • Code (Systems)
Level Layout Types

An expandable system for defining and running different types of Rogue Point Level Layouts, each with distinct behaviour and gameplay.

Interloper

  • Singleplayer Level Design
Interloper

A gruelling push through the guts of the Tower factory at the end of Gordon Freeman's Xenian journey. Features large-scale combat encounters and interesting traversal and exploration through an alien industrial environment.

Gonarch's Lair

  • Singleplayer Level Design
Gonarch's Lair

An epic game of cat and mouse between Gordon Freeman and the relentless Gonarch, featuring a series of exciting scripted encounters culminating in a harrowing boss fight.

Xen

  • Singleplayer Level Design
Xen

The legendary introduction to Gordon Freeman's singleplayer journey across a mysterious and beautiful alien dimension. Packed with exploration, puzzles, interesting traversal, and environmental storytelling.

Surface Tension Uncut

  • Singleplayer Level Design
Surface Tension Uncut

A chaotic series of tightly scripted outdoor singleplayer levels centered around an all-out war between alien and human forces.

Lambdabunker

  • Multiplayer Level Design
Lambdabunker

A tight, indoor destroyed bunker multiplayer level with frenetic combat and silky smooth flow.

Gasworks

  • Multiplayer Level Design
Gasworks

A vast, vertical industrial multiplayer level with long sightlines and varied combat, designed for larger player counts.