Game Design
I am a professional game designer currently employed at Eurocom Developments, the UK's leading independent games developer. I have held the Lead Designer position for 2 years and previously the level designer position for over 4 years.
Batman Begins
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Batman Begins is a 3rd person action adventure title available for PlayStation2, XBox, GameCube and GBA. The game closely ties in with the blockbuster movie directed by Christopher Nolan and starring Christian Bale. My second project at Eurocom and my first in the Lead Designer position - I was responsible for the initial global game design, documentation, game system design / test implementation and ultimately over half the final 3rd person level designs, triggering and bug fixing. |
Sphinx and the Cursed Mummy
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Sphinx and the Cursed Mummy is a 3rd person action adventure title available for PlayStation2, XBox and GameCube. My first completed project for Eurocom Developments; I was involved right from pre-production through to gold master and localisation. The development was a rollercoaster ride and I learned an immense amount during the process. |
Personal Level Design Projects
Prior to working as a professional level designer I learned many valuable skills and techniques designing and building levels for games such as Duke Nukem 3d (1996), Monster Truck Madness (1996), Quake II (1997), Quake III: Arena (1999) and Return to Castle Wolfenstein (2001). Details of my publicly available work are listed below.
Quake II
Between 1998 and 2000 I spent a large amount of time designing and building Quake II deathmatch levels. I built and released 11 levels to the public for Quake II.
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Quake III: Arena
When Quake III: Arena was released in 1999 I eagerly made the switch from Quake II. The new engine and features offered many new design possibilities that I was keen to explore. I built and release 8 levels to the public for Quake III: Arena.
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3D Modelling
A few years ago, I undertook modelling an Audi TT as an exercise to learn 3ds max, an industry standard 3d modelling package. The model was made using orthographic blueprints and other reference material and entirely hand modelled using polygon extrusion techniques. I learned many valuable techniques for quick and efficient modelling of game blockouts during the process of working on this high-poly model although I never fully completed it.
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