XR DESIGNER · GAMES & EXPERIENCE DESIGN
Designing immersive games and experiences — and building, testing, and rebuilding them until they work.
XR designer with real-time AR, VR and motion-capture experience — and a games-design heart. I'm product owner of the table-top AR app for the UIM E1 world championship, recreated a ship's bridge in VR for Royal Navy training, developed an Apple Vision Pro concept for Take-Two, and I direct and perform on motion-capture stages. First-Class BSc in VR/AR and TIGA Graduate of the Year finalist, currently at Badass Studios.
University Showreel
Selected work
06About
I'm an immersive XR designer — I take games and experiences from concept to delivery, and I like the unglamorous part of the craft: laying out a space, pacing its encounters, and rebuilding it from playtest feedback. I set design pillars early, prototype fast, and iterate hard.
On Shatterfall, a tabletop game built with a team of four, I designed the difficulty-scaling system built on a progressive tiled map, balanced items, and paced encounters across two full external playtest cycles. I was the lead designer and producer on a VR helmsman trainer, recreating a ship's bridge as a believable, learnable space — built for our client MetaverseVR to deploy for Royal Navy training. On the award-winning E1 Series I owned the AR companion app end to end, and I've shipped XR for Take-Two Interactive on Apple Vision Pro. I graduated with First-Class Honours and an Outstanding Student award.
Before games I trained and worked as an actor, and I now perform and direct on the motion-capture stage at Portsmouth's CCIXR. That theatre background is part of how I design: staging a scene, blocking movement, and reading how a space performs for the person inside it — and it makes me fluent in the mocap pipeline, from the volume to the engine.
I'm a lifelong RPG and FPS player, and the games below are my touchstones — Star Wars: Knights of the Old Republic and Baldur's Gate 3 for reactive, character-driven RPG systems, Elden Ring for environmental storytelling and world layout, and Titanfall 2 for some of the sharpest level design in any shooter. My next step is moving into game and experience design, and I'm comfortable across the pipeline: Unreal, Unity, Figma, Miro, Notion, Jira, and motion-capture stages.
Skills
Inspirations
Let's build a world worth getting lost in.
Open to game and level design positions. The fastest way to reach me is email.