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  • Lecturer & Content Developer for BSc Computer Science (online w/, Goldsmiths, University of London (July 2020 – date)
    • Working across the entire degree to help and support staff create effective and engaging learning material for the first fully-online Batcherlors degree on the Coursera platform.
    • Responsible for development of Level 6 ‘Games Development’ module.
    • Responsible for development of Level 6 Final Year Project for the Games Development specialism.


  • Associate Lecturer for BSc Games Programming, Goldsmiths, University of London (September 2019 – July 2020)
    • ‘Introduction to Games Development’.
  • Founder and Course Leader for BA Games Design at University for the Creative Arts, Rochester campus (July 2017 – July 2019)
    • Games Design
    • Games Production
    • Unity & Construct3.
    • Critical Studies/Theory

Publications/Conference Presentations:

  • PhD thesis: “Moments to Talk About:  Designing for the Eudaimonic Gameplay Experience”
    • Passed July 2020 (minor corrections).


Public Appearances/Talks:

  • IGGI Conference, York 2019
    • The Ultimate Heresy?: “Games Don’t Need To Be Fun, Neither Should They!”
  • Special Lecture at London College of Communication February 2017 to MA Games Design students.
    • Speaking about my research/PhD (emotions in video games).
  • VideoBrains, January 2017: Let’s Play Mums and Dads
    • On the representation of parenthood in video games.
  • One Life Left radio show/podcast as a ‘Super Special Guest’ November 2016: Listen/Download here
  • One Life Left radio show/podcast as a ‘Super Special Guest’ December 2015: Listen/Download here
  • Indie Games Conference, London (March 2015): Watch on YouTube
    • ‘Open Your Heart: Thinking about Emotions in Games’
  • Ex-Play 2013, Bath: Panelist
    • Entertainment vs. Education: Where’s the sweet spot for learning games?



  • Conference Associate:
    • Games Horizon (2013-2014)
    • Free 2 Play Summit (2012 – 2014)
    • Brighton Develop (2011-2012)
    • London Evolve (2011 – 2012)
    • Liverpool Develop (2011)


Supermassive Games Logo

    • Until Dawn Level Designer duties included:
      • Visual scripting of gameplay logic
      • Implementing and refining and blending interactive animated sequences
      • Streaming design and implementation
      • Dialogue implementation
      • Writing technical documentation for features of the engine and produces maps to support other members of the team.
      • Crafting narrative design with the Cinematic Producer and Lead Designer
      • Waypointing and directing AI movement
      • Testing/QA
    • Killzone Shadow Fall Artist Duties:
      • Selecting/arranging/combining 3D assets in world (level dressing)
      • Creating 3D geometry for level structure/outline
      • Co-ordination with other members of team and lead artists for visual continuity for sections I worked on.

  •  Preloaded
    • Designer/subject expert (consultant) on science-themed game for high schools. Created scenarios and co-designed mini-games, ensured scientific content was correct and that scenarios fit game design and publisher’s brief.


All personal games are found on my page here: