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ACADEMIA

Roles

Current:

  • Lecturer in Games Development, University of Greenwich (June 2022 – date)

Previous:

  • Lecturer in Computing for BSc Games Programming and BSc Computer Science (October 2021 – May 2022)
    • Module leader for:
      • Games Project 1 (1st Year Games Programming Unit). Unity/Games Design
      • Games Project 2 (2nd Year Games Programming Unit). Unity/Group work/design/production.
      • Final Year Projects in Computer Science (3rd Year Computer Science unit). Co-ordination of approximately 120 students and 13 supervising staff, plus lectures and workshops.
  • Lecturer & Content Developer for BSc Computer Science (online), Goldsmiths, University of London (July 2020 – October 2021)
    • Working across the degree to help and support staff create effective and engaging learning material for the first fully-online Batchelors degree on the Coursera platform.
    • Module Author and Leader for Level 6 ‘Games Development’ module.
  • 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 (UCA), Rochester campus (July 2017 – July 2019)
    • Games Design
    • Games Production
    • Unity & Construct3
    • Critical Studies/Theory
    • Member of Board of Studies and School Exam Board

Publications/Conference Presentations:

Public Appearances/Talks:

  • iGGi Conference, York 2022:
    • Keynote Speaker: “Lost in the Woods: The Importance and Utility of Grounded Theory Methodology and Qualitative Research in Games.”
  • Develop Conference, Brighton 2022
    • Rountable/workshop on issues relating to Games Education and Industry and how to encourage further collaboration to solve them.
  • Invited Speaker at Staffordshire University (London Campus) 2022:
    • On: the importance of networking in the games industry (to 1st year Games Design and Art students)
  • Global Game Jam 2022 at Goldsmiths, University of London
    • On: how to get the best out of the game jam experience.
  • Global Game Jam 2021 at Goldsmiths, University of London
    • On: my research (designing for the eudaimonic gameplay experience).
  • Global Game Jam 2020 at University of Suffolk
    • On: how to get the most out of doing a game jam.
  • 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?

Other:

EVENTS

  • Organiser:
    • AdventureX – The Narrative Games Convention 2015 – to date.
      • The original and longest-running narrative games event in the world.
      • Since 2015 grown from 100 to 400 attendance, held at the British Library Conference Centre, London.
  • Head Conference Associate:
  • Conference Associate:
    • Games Horizon (2013-2014)
    • Free 2 Play Summit (2012 – 2014)
    • Brighton Develop (2011-2012)
    • London Evolve (2011 – 2012)
    • Liverpool Develop (2011)

INDUSTRY

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.

PERSONAL

All personal games are found on my itch.io page here: