
I am a professional game designer with multiple published titles to my name, having worked at various studios including SEGA and Expression games
I also have First Class Degree and a Master’s in game design.
I am experienced with working in various engines including Unreal and Unity
My latest role is as a Game Designer for the popular tactical FPS ‘Hell Let Loose’ where I played a key role in concepting new features, weapons and mechanics and working closely with other disciplines to see them through to completion
This also involved directly interacting and getting feedback from the community, through dev videos and livestreams
Previously I worked as a main Level Designer for SEGA HARDlight on ‘Sonic Dream Team’, a highly received 3D platformer in the Sonic the Hedgehog Franchise
I made a third of the games levels including key components such as the first level and the final boss

Get in TouchEmail : [email protected]
Phone: 07872 859405
click here for my Twitter

Another previous role was as a Level Designer for WARP DIGITAL, on ‘Completely Stretchy’ a first person, exploration based, open world game
On top of designing much of the open world’s place space, and creating various game mechanics and quests, I also wrote most of the non-main story npc dialogue
Hell Let Loose

Game Designer
Currently I am working as a Game Designer for the popular tactical FPS Hell Let LooseMy role involves designing new mechanics, weapons vehicles and classes and seeing them through to release, working closely with other disciplines to ensure a high as possible level of quality
Working on an historically authentic multiplayer only PVP game provides numerous challenges and problems that needed to be solved.This is especially true when it comes to balancing gameplay and historic elements, for example, trying to make each faction fun to play as while ensuring that the weapons and gear they used is 100% accurate
My role also requires me to take an active role in interacting with the community, from recording Dev Vlogs to doing Twitch Livestreams









Get in Touch
Email : [email protected]
Phone: 07872 859405
click here for my Twitter








Get in Touch
Email : [email protected]
Phone: 07872 859405
click here for my Twitter


Developed in Unity using the high definition render pipeline, the game uses a combination of 2D sprites and 3D models, inspired by the art style and gameplay of games such as Octopath traveller and Cult of the Lamb.Due to my love for these games and this art style, I am currently in the process of building/designing a fully playable game environment in this style.
This page will be updated as more is implemented.

The plants in the environment are animated through a combination of sprite sheets and Spine animations.




The Concept art for the enemy characters created by a friend https://dragonisreallytired.artstation.com/ along with the sprites I created based on the concept art.
An example of a combat area for when enemies are fully implemented.


If you want to see the original project before the new content was added, you can find it here
https://xanderday.itch.io/lost-vestige-environment-test

A WIP playable multiplayer 'first person shooter' map, using Unreal's Lyra as a base.The map is designed for both elimination and objective control game modes.The environment was also created by me using a combination of 3DS Max, Houdini and the Unreal engine terrain tools.
Originally created as a large open world game environment, I wanted to experiment with creating a FPS Multiplayer map, inspired by games such as the Halo series, using the original map as a base.
One of the things I always enjoyed about the multiplayer map design of the Halo series was fun additional features that the maps included to help them stand out, such as cannons to launch players around or teleporters to mix up the player's routes.With that in mind I have added some portals that allow players to instantly travel from one location to another seamlessly.They work by projecting a camera view of the portal as a material onto the connected portal's frame.

A very simple blueprint that works as a first draft for the level plan of the map.I wanted to make sure that, regardless of the path the player takes, the level maintains its sense of flow and the player always has multiple different pathing options.

The giant tower in the background works not just as an interesting visual component for the map, but also as a way for the player to work out their current location when they teleport or respawn based on where their position is when compared to the tower.

Screenshot in Houdini for the background terrain taken from Lidar data of North Wales.By using heightfields, the software could recognize how custom textures and foliage could be applied to the terrain.


