Personal Profile               



I’m a passionate and experienced game designer with a strong track record of delivering engaging gameplay, successful live features, and high-performing content across mobile and console titles. I bring a blend of creative vision and data-informed decision-making, collaborating closely with cross-disciplinary teams to craft systems and experiences that excite players and drive results. From concept through launch and live ops, I take pride in shaping gameplay that’s not only fun and polished but also contributes meaningfully to player engagement and business success. I’m also committed to mentoring others and fostering a collaborative, high-performing design culture.

Experience    

Supercell  – Game Designer, Squad Busters, Feb 2025 – Present

  • ​​Designed and delivered the Heroes Meta update, shaping pitch directions, meta systems, Quests, FTUE, and balance in close collaboration with the design team. 
  • Contributed to the design of 5 new Heroes and 30+ reworked characters, creating unique abilities and mechanics to support a more dynamic meta. 
  • Led Hero release events, including the Sonic collaborations, designing event loops, progression systems, balance and rewards, while working with partners like SEGA to deliver high-quality, on-brand content.
  • Collaborated cross-functionally with UI/UX designers, producers, developers, and operations teams to ensure features and events were implemented cohesively and delivered to players at the highest quality.

Space Ape  – Lead Game Designer , Chrome Valley Customs, Jan 2021 – Feb 2025

  • Led the design of Chrome Valley Customs, driving innovation from initial concept through to successful global release and beyond, delivering a desirable car restoration fantasy to a casual audience. At its peak, CVC had 3M+ MAU and $6M+ Monthly revenue.
  • Collaborated and helped manage cross-functional teams through the entire game development lifecycle, from ideation to launch of numerous key features. This resulted in a successful ‘puzzle and decorate’ car restoration core, performant car fantasy live ops and mini-games to increase regular customers. Furthermore, we tackled a large resource management feature with its extensive economy. 
  • Collaborated with leadership to develop the game’s strategic roadmap by gathering audience and team input, conducting research, game/feature deconstructions and analysing player data for key decisions. Presented strategies to management for feedback, refinement and alignment. 
  • Helped hire, mentor and guide 4 junior designers, fostering a collaborative environment that led to improved workflow, career growth, satisfaction and successful features delivered with KPI impact.
  • Some of the successful features I helped create, support and release whilst on CVC include: M3 gameplay mechanics with hundreds of levels; an extensive car campaign featuring 20+ vehicles and over 1,000 tasks; Crusher Carnage, Season Pass, Master Mechanic, Gasket Gridlock, and Drag Race. These features equate to over +25% ARPU, +5-10% increased level attempts, +10% spender conversion, and +6% D7 Retention.

King – Senior Level Designer, Farm Heroes Saga, May 2017 – Jan 2021

  • Lead Level Designer on Farm Heroes Saga leading a team of 4 level designers, creating and maintaining game content: to attract, engage and retain 7 million DAU.
  • Content production, balancing, optimisation, live ops, MLOs, AB tests, and QA testing.
  • Ownership of switcher mechanics and improvements, working with a multidisciplinary team to ensure the best game content and features are created in the scope and time required.
  • Working with the leadership group, planning and creating roadmaps, prioritising features on the backlog, and representing the level design craft to gain buy-in for work.
  • Live op team – creating and planning experiences for example, Halloween and Christmas etc.

4J Studios – Level Builder and Designer, Minecraft Console Edition, Aug 2016 – May 2017

  • Worked on various adventure map packs including Fallout 3 and Adventure Time, conceptualising, designing and building levels using the Minecraft toolkit.
  • Working in a team of designers and artists towards a deadline to build and create entire worlds from scratch that mimic the real IPs.
  • Designed and tested various multiplayer map packs and Glide maps for flow and enjoyment.

Education    

Abertay University, Dundee, Scotland, Sept 2015 – Aug 2016

  • MProf Professional Master’s in Games Development (Distinction)

Travelled the World, Sept 2013 – Sept 2015

  • Australia, New Zealand, Fiji, China, Vietnam, Cambodia, Thailand and America

Glasgow Caledonian University, Glasgow, Scotland, Sept 2009 – Jun 2013

  • Bsc Computer Games Design (First Class Degree)

Skills    

Technical Skills 

  • Design Leadership
  • Feature Design
  • Level Design
  • Economy Design
  • Player Research
  • Unity and Excel
  • High-quality design documentation

Soft Skills

  • Excellent cross-disciplinary collaboration and communication skills 
  • Strong leadership and organisational  skills
  • Flexible, adaptable and open to learn
  • Problem solving and critical thinking
  • Time management and prioritisation skills 
  • Resilient and able to manage stress

Hobbies and Achievements    

  • Games: I enjoy playing looter shooters, competitive games, strategy games, deck builders,  board games and social deduction games. Destiny 2, The First Descendant, League Of Legends, Brawl Stars, Twilight Imperium, Clash Of Clans, Avalon, Blood in the Clock Tower, Star Realms, Dune Imperium etc!
  • I own and run a property investment company
  • I’ve been a mentor for over 5 years helping numerous students gain entry into the games industry
  • As a result, I’m about to release a book: The Game Industry Guide Unlocking a Successful Career in Games
  • Presented and represented companies at PocketGamer Connects and various universities around the UK

References    

  • Available on request