
About Me
My journey into the games industry began in 2017 when I started my degree at the University of Bolton, and in 2022, I turned my passion for games into a career at nDreams. I’m passionate about creating fun, immersive, and memorable user experiences while pushing the boundaries of game and visual design to leave a lasting impression on players.
In addition to my technical expertise, I’ve created promotional materials using Photoshop, Canva and Figma for social media pages and streamers, designed products, developed game UI, and brought ideas to life through digital drawings, GIFs, and animations.
Based in Derby, UK
Expertise
Game Design
Designing and prototyping engaging mechanics and immersive experiences.
UI/UX Design
Creating sleek interfaces to promote user satisfaction & clarity.
Graphic Design
Creating polished visuals and assets using Photoshop for diverse projects.
Product Design
Developing visually appealing concepts & promotional material
Featured Projects


Graduate ➡ Junior Technical Designer

At nDreams Orbital, I spent 2.5 years working on a cosy farming simulator, with its unique setting on the surface of an asteroid - a concept that became very dear to my heart!
I joined as a Graduate Technical Designer during the early stages of the project and was promoted to Junior during the Proof of Concept phase. Over the course of development, I worked on a range of prototypes, including a VR slingshot, gadgets, and crafting machines. My role involved designing component animations and ensuring they integrated smoothly with each feature, alongside creating Blueprint systems, Sound Cues, and Niagara VFX. Eventually, I took full responsibility for audio implementation in the PoC demo.
Working on this project has pushed me to grow as a designer and developer. It has deepened my love for creating games and rewarding features. I’m excited to explore new ways to make game interactions fun and engaging.
Prototype ➡ Alpha

Wellbeing Town is a simulation role-playing game I developed as part of a team. The module was about professional specification in the field and we were given the opportunity to create this game for The University of Bolton's Psychology department.
A couple of weeks into hand-in, the programmer on the team dropped out of the course. This is where most of the technical work began relying on me - I created an objective & quest system, a dialogue system, and a working in-game journal documenting collectables.
Although I found this challenging, it forced me out of my comfort zone and helped me learn and create new professional practices for myself, which I still use.
Blueprints!
SkellyRun is an endless runner Android game that a team of two other developers and I created. It was the first project of my Master's course and the first mobile game I have ever worked on. This was certainly a challenge as I only had PC games under my belt at this point but it proved to be a successful one!
My contribution included:
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UI & HUD design & creation
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UI blueprints & animation
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Cut scene creation & animation
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Sound work
More Games!
Parasight
ParaSight is a combat adventure game I worked on as part of a team for the Exhibition module on the MA Games Development course at the University of Bolton. I was one of 4 developers working on it and my role was as a technical designer.
The game has a total of 60 attack combinations so far so it is safe to say it was a very technical-heavy project, using multiple systems and implementation methods I had to integrate myself as there was not a programmer on the team.

Tiki Island was the final project I worked on in my university career - an adventure tower defence game, consisting of several levels (waves).
I was the sole developer and the game was created entirely using Unreal Engine 4's blueprint system. It played a trivial part in my final dissertation where it defended the method of using a visual scripting system to create an MVP (minimum viable product) for a fraction of the cost and/or time!
Ancient Ruins

Ancient Ruins is a solo project I worked on in the second year of my bachelor's degree at the University of Bolton. It's an action-adventure puzzle demo and is particularly notable because this is where my love for designing Blueprint systems began. I decided to recreate a puzzle level from Skyrim, using Blueprints and the Sequencer.





THEME INSPIRATION AND COLOUR SWATCHES






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Mechanical keyboards and their design is one of my most keen hobbies. When 'God of War' was released on PC in January of 2022, I decided to revisit it for the first time in a couple of years. The game design and environments seemed just as breath-taking to me as the first time I played it back in 2018 - this left me inspired to create something of my own.
There are a total of 9 realms in the game world, only 7 of which are currently accessible, each with a unique aesthetic. I created colour palettes for each realm respectively, and used Keyboard Layout Editor to design the colour composition of the keycap sets. I then used Blender to display them on a 3D model of a keyboard and render the prototype images.
I utilised Adobe Photoshop to create the 'promotional material' and presentation of the keycap sets.
Digital Art & UI
Contact Info
Slide to see progress ➡
Tanjiro, Demon Slayer, Digital Drawing

Pikachu, Pokemon, Digital Drawing

UI Assets for SkellyRun

Alchemist's Shelf, Digital Drawing

Graphics for my Fiverr gig, Canva






















