Available to hire
I’m a Designer with 28 years of experience across Games Consoles and Mobile Apps, and more recently the Digital Health sector. I believe in clear team communication, motivation, and structuring resources to build a solid, modular foundation that supports development while leaving room for creativity to flourish.
I’ve collaborated with cross-functional teams in remote and agile settings, and my goal is to join a motivated team on groundbreaking, highly polished and immersive projects that people will remember with affection, just as they were developed with care.
Experience Level
Expert
Expert
Language
English
Fluent
Work Experience
Designer at Thrive Mental Wellbeing
January 1, 2022 - November 12, 2025Created digital health-focused prototypes with gamified progression and reward systems; built data-informed personalization to support anxiety and depression, with lenses to tailor experiences and improve retention.
Lead Designer at Merge Games
January 1, 2022 - January 1, 2022Provided high-level design support across multiple indie titles, developed design systems, onboarding, and balancing; served as Creative Lead on Smalland, aligning core vision with marketing goals; designed combat pacing, boss design, Souls-like mechanics; managed a remote team as producer for a significant portion of the project.
Project Lead at Fuzzy Frog/5th Planet
January 1, 2020 - January 1, 2020Rebranded the Doodle Jump universe, planned milestones, and spearheaded monetization strategies through events and bundles; developed modular level design formulas and progression systems for scalability; led pre-production design for titles, aligning gameplay with IP narratives and business goals.
Senior Designer at Eight Pixels Square
January 1, 2017 - January 1, 2017Created content and prototyped play styles for a midcore iOS title; designed multiple game modes, scripted events, immersive set pieces, and secondary objectives to boost replayability.
Design Manager at OTM
January 1, 2015 - January 1, 2015Vision holder for a Sony free-to-play title; planned milestones, deadlines, and task structure; wrote game-script, oversaw audio recording and integration, moderation tools, analytics, and translations; coordinated with publishers across platforms.
Lead Designer at Lockwood Studios
January 1, 2012 - January 1, 2012Managed design team; planned seasonal events and theme execution on PlayStation Home with budget constraints; developed reward-heavy systems and social mechanics; streamlined project scope for a smaller team and aligned with publishers.
Principal Mission Designer at THQ Studio Oz
January 1, 2012 - January 1, 2012One of three Principal Designers focusing on world-building and mission structure; redesigned big beats and fiction; crafted game narrative through cinematics, dialogues, and scripted objectives; defined themes and pacing for both fiction and missions, coordinating across art and animation teams.
Lead Designer at Krome Studios
January 1, 2010 - January 1, 2010Created modular game design pitches and documentation for rapid prototyping; established cross-department communication; authored fiction aligned with core pillars; collaborated with art and animation to create character archetypes and improved animation systems.
Senior Designer at Eurocom
January 1, 2006 - January 1, 2006Designed licensed titles and managed content assets including characters, weapons, and scripted events; supervised design team and produced grey-box test maps for prototyping and triggering; ensured cohesive gameplay experiences across titles.
Education
Qualifications
Creative Writing Course
January 11, 2030 - November 12, 2025Management training
January 11, 2030 - November 12, 2025First Aid
January 11, 2030 - November 12, 2025Industry Experience
Gaming, Media & Entertainment, Healthcare
Experience Level
Expert
Expert
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