Portfolio
The Dark Pictures: The Devil In Me - 2022
I worked as a Cinematic/Level Designer on The Devil in me for Supermassive games.
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A group of documentary film makers receive a mysterious call inviting them to a modern-day replica of HH Holmes’ ‘Murder Hotel’. But on arrival the crew soon discover they’re being watched and even manipulated, and suddenly there’s much more at stake than just their ratings!
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I worked on The Devil in Me as a Designer from Pre-Production to release. My work on this project was spent creating/designing the levels from a level flow blockout to 2d maps and adding logic to play these 2d versions. Creating dialogue briefs for the writer and writing direction for what the animations we should capture in Mo-Cap.
I spent time implementing Scripted events such as Jump Scares, Interactions and Triggers for the character Dialogue. I was also using my cinematic Knowledge to set up the sequences with cameras and animation data to help craft the film-like shots that would make up the majority of the game.
The Dark Pictures: Little Hope - 2020
I worked as a Cinematic/Level Designer on Little Hope for Supermassive games.
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Abandoned and all alone, four college students and their teacher become stranded in an isolated town miles from anywhere after their bus crashes in bad weather. Trapped by a mysterious fog in the town of Little Hope, they search desperately for a means of escape whilst visions from the past haunt them from the shadows.
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As a Designer on Little Hope I had just joined the project just after Pre-Production at the stage where Mo-cap shoots were being done and levels were getting blocked out in Engine. My job from the start was implementing the base level flow, Scripted events such as Jump Scares, Interactions and Triggers for the character Dialogue. I was also working on the cinematics building them from the ground up with the Motion Capture Data, adding the cameras to create the filmic cinematics supermassive is known for.
Shattered State - 2018
I worked as a Designer on Shattered State for Supermassive games.
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In Shattered State you assume the role of the Director of the National Intelligence Agency in the midst of a national crisis. You must take control of the situation and make tough decisions that decide the fate of your colleagues, the public, and ultimately, the nation.
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With Shattered State being made with a small team I as a Designer I contribute to every level of the game. Whether it was scripting level logic to ensure the game ran correctly to selecting/cutting up animation data for the orders to then implement it when it was back. I helped correctly set up streaming so the different outcomes would stream in at the correct time. I also animated the icons on the command table to help showcase what was going on to help support the narrative.