Collected below are various samples of my work.

My CV is available here.

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 and two cargo compartments branching 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 View from the Control Room looking aft towards the Engine Room. Visible on the left is the elevator down to the Cryo Chamber, a second Elevator is positioned on the opposite wall. A connecting space between the different areas of the ship this room is designed for close quarters combat.
DM Celeste 04 A view of the Engine Room. This is a split level area allowing direct access between the upper and lower decks of the ship. The Energy Core in the centre can be jumped through, though any players attempting this will face greatly decreased movement speed and suffer EMP damage while inside the Core itself. This area was designed as an arena allowing for combat on multiple levels at both close and medium range.
DM Celeste 07 View from the Cryo Chamber on the lower deck, looking down the length of the ship, visible at the end of the corridor is the Engine Room. A linear section this area is designed with a risk reward structure, at the end of the corridor is a Rocket Launcher and elevator access up to the Control Room.
DM Celeste 09 DM-Celeste as seen in UnrealED.

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 the goal was for a fast and frantic map 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 Standing on the roof of the Lower Temple (Inaccessible during actual gameplay), visible directly ahead is the bridge between the Central Temple and the Prayer Temple to the left. Between the stone pillars in the distance flank the Entrance Platform. A jump pad outside the Lower Temple grants direct access to the Lower Prayer Platform.
DM Grotto 04 A pair of jump pads link the Central Temple to the Fire Temple where a Rocket Launcher is located. Visible ahead is the Lower Temple, and the bridge to the Warrior’s Temple. On the far right can be seen the Lower Prayer Platform.
DM Grotto 05 The Entrance Platform is the highest point of the level. Ahead and below is the Central Temple. The Entrance Platform provides access to a Sniper Rifle, however players will need to move back from the stairs to obtain it breaking the line of sight between them and the rest of the level and leaving them open to attack.
DM Grotto DM-Grotto as seen in UnrealED.


Design Criticism:

  • 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 fortnightly column at RunJumpFire.com where I analyse specific game mechanics from both video games and board games (Currently on extended hiatus).
  • Sneaky Bastards – Deep In The Shadows, a twelve part series examining the systems and level design of Eidos Montreal’s Thief reboot.


Dynamic – DOWNLOAD:  Dynamic (Alpha 3.0.0) Bin (.zip 1.94 MB)

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.

Dynamic - Code Dynamic as seen in Microsoft Visual Studio 2005, showing the structure of the Project and the A* search algorithm used for unit navigation and pathfinding.
Dynamite - In Editor Dynamite the level editor for Dynamic, shown in the Object Editing mode. Other modes allow editing of Terrain and AI Pathfinding Nodes.


  • 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.

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