Personal Game Project
In my spare time I am working with a small team to create a really exciting self driven prop hunt game - designing levels and environments, shaping gameplay and guiding our small team through early development.
I am using this time to experiment, collaborate and focus on my own creative growth.
Responsibilities
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Shaping core gameplay mechanics and player flow
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Balancing exploration, pacing and player agency
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Iterating on feedback to refine player experience
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Researching monetisation options
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Game Design
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Crafting immersive & emotionally resonant spaces
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Blocking out environments and refining visual storytelling
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Using lighting and composition and terrain tools to guide players
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Utilizing hand crafted 3D Models to populate and dress environments
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Environment Art
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Building and maintaining clear production pipelines
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Assigning tasks and setting realistic, respectful deadlines
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Tracking progress and adapting workflows to team needs using Trello
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Documenting processes and tools for smoother collaboration
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Coordinating across disciplines to keep development aligned

Production

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Supporting teammates with gentle, emotionally intelligent guidance
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Facilitating brainstorming sessions, meetings and creative problem-solving
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Encouraging autonomy while offering structure and clarity
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Mediating feedback and fostering a safe, creative space
Team Leadership & Collaboration
Level Design
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Blocking out levels in early stages to test navigation, pacing and level space
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Designing intuitive layouts that guide players naturally through space
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Adapting level design to evolving gameplay systems and mechanics
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Optimizing levels for performance
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Iterating based on playtesting and team feedback ​
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Balancing challenge and flow to create satisfying gameplay loops
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Designing with visual hierarchy so important elements stand out naturally
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​Balancing aesthetic with function, ensuring environments are beautiful and legible
We're in the early stages of development, and I'm currently focused on blocking out the level layout while beginning to integrate the core mechanics into a simplified version of the first level.

Identifying all planned props (by making them red) gives me a clearer sense of the level’s required density and environmental detail

I will be adding different levels of terrain to these maps to add variety and help with line of sight breakage
Trying to add clear visual barriers to indicate the containment of the level

