Collected below are various samples of my work.


Dynamic (development name), is a two player small scale strategy game built in C++ using OpenGL and DirectX 9.0 (DirectAudio and DirectInput). Current version (Alpha 3.0.0) includes a Level Editor called Dynamite (development name), a save-restore system, fog of war and an AI controlled opponent.

Level Design:


DM-Celeste – DOWNLOAD: DM-Celeste (.zip 22.4 MB)

UNN Celeste (DM-Celeste) is a Deathmatch level for Unreal Tournament 3, designed for 2 to 4 players, it is set aboard an abandoned cargo transport in deep space. Constructed on a linearly symmetrical layout with an upper and lower level, two cargo compartments branch off to either side.

“The explosion took out the entire bridge, everything forward of frame 5 is open to vacuum. The breach sealed automatically so at least some of the crew should have survived but there’s no sign of them. What the hell happened here?”

– Salvage Report of Senior Engineer Mark Fairbanks.

DM Celeste 01
Control Room
DM Celeste 04
Engine Room



DM-Grotto – DOWNLOAD: DM-Grotto (.zip 18.6 MB)

Grotto (DM-Grotto) is a Deathmatch level for Unreal Tournament 3, designed for 2 to 6 players it is set within an abandoned temple network deep under the surface of an alien moon. Built around a series of platforms linked by stairs, bridges, and jump pads. My desire was for a fast and frantic map with long sight lines, reminiscent of the classic Quake III Arena map Q3DM17 “The Longest Yard”.

Miles beneath the surface of a barren moon, too remote to have anything beyond a catalogue number, this ancient temple network was once a place of silent contemplation. Uncovered by the Liandri Corporation twenty years previously the only thing to contemplate now is how many seconds you have left to live.

DM Grotto 01
Lower Temple roof.
DM Grotto 05
Entrance Platform.


Design Criticism:

  • Sneaky Bastards – Deep In The Shadows, a twelve part series examining the systems and level design of Eidos Montreal’s Thief reboot.
  • Groping The Map in each instalment I present an in-depth analysis of a single-player level that I feel is particularly well designed and constructed. I examine structure, encounter placement, aesthetics, and associated design issues.
  • Design By Example, my previous column at RunJumpFire.com, where I analysed specific game mechanics from both video games and board games. These articles are now rerunning on Groping The Elephant.


  • Accidental, a game exploring the context and consequences surrounding a car accident.
  • Cooking, a comedic examination of an unsuccessful attempt to cook White Wine Risotto.

Pen and Paper RPG Design:

  • House Rules a stand alone scenario (with hooks into a subsequent campaign) for a role playing game using the World of Darkness Storyteller system. Arriving at the Gwen Kenning Pauper House players are caught in a twisted game of cat and mouse with a serial killer of unique means, if tragically mundane motivations. The scenario is designed to be combat light, with a focus on investigation and dialogue.


  • The Argument a dialogue heavy short story about a specific argument between a young heterosexual couple.
  • Rendezvous with Fortune, this is a short story set in the Honorverse low on dialogue the focus is on internal motivations and character development, building to an action sequence. The setting is pre-existing though the plot and all the characters are of my own creation.