(2025)
Game Jam
(2024 - 2025)
(Under NDA)
Client Work
Client Work
Original IP
Design Consultant
Project Lead
(Under NDA)
(2023)
(2024 - 2025)
PRODUCTION LEAD
SOUNDS FISHY - Link to APK
TILT ‘N’ SHOUT - Link to APK
BPG is a major name in tabletop and party games, known for quick, replayable, pick-up-and-play titles.
They asked us to bring that same energy to mobile. Our job was to keep the instant fun and ease of play, while using digital features to reduce drag and improve gameflow.
My role included:
Pitch creation, early wireframes, and production oversight.
Details
Codename ‘BARROW DOWNS’
All the fun of a Table Top RPG, minus the table.
Game Designer
Built the initial paper version alongside Art Lead, then oversaw the prototype and first internal builds. I ran internal test and eventually hosted external playtests across London and Glasgow’s best known gaming bars. All of which translated to iterative designs via the gameplay capturesPitch Creator
Worked directly with the art team to build a clear, visual pitch deck that explained the concept, player experience, and production direction.
Details
V1.0 Pending
Our pitch was well received, but due to budget limitations with our desired publisher, Barrow Downs is currently on hiatus.
Codename ‘COSMODROME’
A single player world management sim that teaches the player how to code!
Major Upgrades
My main role was to understand the previous entry in the series and find ways to make the sequel a true successor, whilst improving player retention, onboarding and long-term objectives.User Experience
The other half of my workload was taking the currently existing UI/UX and converting it in to something that would scale between; new casual users - all the way to 500+ hour players that build incredible late-game cities.
Details
Codename ‘THESEUS’
Indie ● Beat-em-up ● Rougelike ● with a fully Modular Main Character
This was my first project as a full lead, with ownership across both design and production.
The brief started wide open, so my role was to help shape it into something clear, playable, and aligned with the IP holder’s vision. I worked closely with our lead artist on the pitch, helped define the roguelike direction, and kept the colour, culture, and energy of the IP feeding back into the moment-to-moment gameplay.
Alongside the design work, I stayed client-facing throughout, leading weekly check-ins, milestone presentations, design gates, version testing, and bug hunts.
CODENAME ‘REAPERS’
Adapting an international TV Show for the Social Games market
We’re developing a game for a major broadcaster, adapting one of television’s most-watched shows for a casual games audience.
Our job was to capture what made the show work; tension, mistrust, high stakes, and second-guessing every choice. Then translate that into a playable format.
I built physical and digital prototypes to test the idea, then worked with our lead artist to package and present the concept to the IP holder.
My Roles:
Core Game Design - Scope Management - Production Oversight
Big Potato Games
Adapting a major physical game IP to a new digital market
5 STAR SOCCER
Retro Football themed Roguelite Deckbuilder
This was a passion project from our Gameplay Coder -
His great loves being Football, Roguelites and Retro Aesthetics.
I had a blast learning about all 3, under his guidance of course. my role was mostly tuning the game-flow and helping get the ‘feel’ refined, but the ease of access and replayability all belong to him.
Once Art got involved, 5* really took on a life of it’s own.
Hoping to make a sequel soon…
Details
Details
CV
QUICK SUMMARY
Game Designer and Production Manager for an indie studio in Glasgow, working across rapid prototyping, pitch creation, client-facing development and small-team production.
I specialise in taking early ideas and making them testable quickly: paper prototypes, Unity builds, physical mock-ups, greyboxes, diagrams and pitch decks. My role is often to find the fun, prove it in the build, then work out the time, team, budget and scope needed to make it real.
I work best at the messy start of projects, where the idea is exciting but not yet playable. I help teams turn that into something clear, testable and presentable.
MY MAIN PILLARS
Find the fun - What is the player going to do most, and do they love it?
Why does this need to exist? - There are a lot of new IPs every day, we need to do something that others don’t.
Answer in the build - Speculation and theory can only go so far, we always need to be building, testing and improving.
Core Game Designer / Pitch Builder
Reforged Studios — Extra Mile Team, Glasgow
Current
Work across game design, rapid prototyping, pitch creation and production planning for internal and client-facing projects.
My role is to turn day-zero ideas into something the team can test, understand, pitch and build. I create early prototypes, assess gameplay ideas, build pitch decks, plan milestones, and help define the time, team and budget needed to take a concept forward.
I am used to rapid iteration, critical deadlines, client presentations, small-team logistics, version testing, bug hunts and keeping the creative vision grounded in what can actually be made.
Minor Skill Set:
3D Hardsurface
2D Vector and Graphic Design
Tools:
Unity & Unreal
Maya
Illustrator
Figma
Canva
Logistics:
ClickUp
Canva
Jira
Nuclino

