
These projects are sorted into three categories; Collaborative Projects where I've worked as part of a larger team, Game Jams which challenge groups to work to strict themes/deadlines, and Solo Projects that I work on alone.
Producer, Lead Designer, Programmer (spell crafting, status effects)
There is no release date yet, but a closed demo is currently being used to test core spell-crafting and combat features.
Designer (concept, mechanics, user experience)
C3: Go (Command Control and Coordination) is a single-player serious game prototype developed in collaboration with the Australian Federal Police (AFP). Players take on the role of a first responder, making RPG-style decisions to shape interactions throughout an airport, and resolve incidents of increasing complexity.
Intended to test decision making skills under pressure, the game operates on a hybrid realtime and turn-based system, wherein the turns cycle continuously and NPCs have their own asynchronous schedules.
Designer (gameplay & user experience)
Created by Zora Kerr, I Am This Castle is a single-player story-driven adventure game written and created for LGBTQIA+ young adults and older - written, designed and built so that anyone can enjoy it.
Producer, Lead Designer, Lead Programmer
The details of this chaotic multiplayer game are yet to be revealed.
Producer, Designer, Programmer
The details of this cute & cosy game are yet to be revealed.
Designer (concept, mechanics, UX),
Programmer (multiplayer, movement, UI)
This retro-themed PvP thriller was built in 2025 with Box Wizard Studios, as part of a 48-hour game jam.
Take on the role of monster or thief, and either protect or steal the treasure hidden within the labyrinth. Be careful though, because the monster's eyes are sensitive to light, and the thief has no armour.
Grab a friend and check it out on itch.io!
Designer, Programmer (weapons, levels, perks, audio), VFX
Created in 2024 with Box Wizard Studios as part of a week-long game jam, this roguelike brawler was built for the theme "What's behind the door?"
As players complete each room they must choose their next challenge, knowing the rewards they stand to earn. Defeat hordes of the damned as you attempt to escape hell, then log your high score and try again!
Programmer (weapons)
Following a theme of "built to scale", this action platformer follows a boy who shrinks himself to battle bugs on his friend's body, armed with a water gun and fly swatter.
Programmer (audio, rhythm interactions)
Built for a two day mini-jam with the limitation "one button, two actions", this rhythm-action shop simulator challenges players to forge and sell swords to ever-demanding customers. Following the jam's theme of 'heat', it is designed to immerse players in the role of a blacksmith with the forge's flames and the clamorous marketplace always front of mind.
Designer (concept, enemies), Programmer (AI)
One of my first projects, this game was built over 24 hours for a game jam with the theme "Role Reversal".
It is a 2D tower defense game where instead of defending, players control a horde of invading goblins, and must plan a safe path around the turrets and to freedom (via treasure).
Sole creator
This fully-playable prototype was designed and built to a client brief, which asked for a game that created a 'flow state' where players are entirely immersed, controlling the game by instinct rather than conscious thought.
Players must attempt to keep a draining puddle full by combining droplets as they run down the shower screen. It features an online scoreboard and can be played for free on itch.io.
Sole creator
My take on the 'infinite runner' mobile genre, Gravity Skater is built on the premise of roller skates that can flip gravity. It will feature collectables and upgrades, with multiple free expansions coming post-launch, including additional player characters.
Sole creator
The details of this tough-but-fair combat RPG are yet to be revealed.
Sole Writer
This mini-expansion for Carcassonne adds a new piece to the game that remains on the board permanently.
Its accompanying behaviour preserves the core of the original game, but expands player options and creates a new way to influence the turn economy.
Click on the PDF icon to check it out!
Sole Writer
This Dungeons & Dragons add-on is compatible with both Fifth Edition and the 2024 ruleset.
Born from my frustration with existing grapple rules, it adds a new action that players can take in combat or exploration. It imposes a context-aware condition that more accurately embodies the wild abandon of throwing one's entire body at an opponent.
Click on the PDF icon to check it out!
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