Here is a selection of XR games, apps & location based experiences that I have worked on:

UNEARTHED VR
Technical Design | Narrative Design | Level Design | Systems Design
Embark on a fantastical journey through the vibrant ecosystems of the Amazon and Tongass with Unearthed. Prepare to be whisked away on a funny, narrative-driven adventure. Unearthed is an impactful experience grounded in scientific research which has been modelled on the food chain within two distinct biomes. This virtual world reflects the real and incredible world of plants, animals, and ecosystems; empowering you to learn through play.
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Working closely with the design lead and creative director to research and ideate potential biomes, animals and game mechanics to be used throughout the game
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Helping direct the art and code teams for assets and mechanics needed
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Designing levels and greyboxing in Unity
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Creating code for interactions
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Implementing gameplay mechanics and node based narrative
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Triggering audio and VFX
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Producing references, documentation and storyboards
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Script writing

AFFECTED: The Asylum
Lead Design | Systems Design | Level Design | Narrative Design
A multiplayer VR horror game; Embark on a spine-tingling voyage through the eerie corridors of Red Park Asylum, a VR multiplayer horror adventure that will challenge your nerve and teamwork skills. In this game, players can explore alone or join forces with friends to uncover the twisted mysteries of this infamous urban legend. Packed with large-scale puzzles that require cooperation and strategic thinking, the gameplay is designed to intensify the thrill of the horror experience.
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Conducting research to support narrative and gameplay direction
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Directing the art and code teams for assets and mechanics needed
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Designing core gameplay systems, features and mechanics
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Implementing gameplay features and mechanics in-engine
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Writing scripts and shaping the game’s narrative experience
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Creating the Game Design Document (GDD)
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Producing references, documentation and storyboards
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Greyboxing and designing objective flows
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Designing solutions for both single and multiplayer gameplay scenarios



The Temple of Invention AR
Lead Design | Level Design | Narrative Design | Animation
A location based AR experience at the Smithsonian Museum of Art in Washington DC, in partnership with Smartify and AT&T.
Immersing audiences in the history of the Old Patent Office Building, allowing them to discover hidden stories, inventions and historical figures that reveal America's innovative history.
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Conducting research on the Patent Office history
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Working closely with the UI designer to design a navigation system to help guide audience members
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Created the Game Design Document (GDD)
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Producing references, documentation and storyboards
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Directing the art and code teams for assets and mechanics needed
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Greyboxing and designing audience flow
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Implementing gameplay mechanics
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Triggering audio and VFX
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Script writing
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Helping to direct the voice over sessions
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Sound Design



Landscapes Reimagined AR
Game Design | Game Development | Animation
An AR app for Apple App Store in partnership with Tate and the Shanghai Art Museum that allows the user to experience art in a whole new way from their own livingroom.
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"Place the artworks in your own space and watch them transform into beautiful animated worlds. Collect objects within them and use those details to create new images and landscapes of your own to save or share. Artists include Dong Qichang, Yun Shouping, Dai Benxiao, John Singer Sargent, Paul Nash and John Constable. Landscapes Reimagined invites you to explore famous paintings and create your own art in augmented reality"
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Implementing gameplay mechanics
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Implementing 2D assets and effects
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Animating 2D and 3D assets
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Triggering audio and VFX
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Creating code for interactions
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Working closely with the art team to ensure 2D assets were optimised for mobile
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The Last Tree
Experience Design
The Last Tree is an interactive VR experience that explores the shifting relationship between nature and time, with the audience at its heart. Using hand tracking on the Meta Quest 3, the world responds directly to the presence of the participant.
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Ideating the theme​ and interactions
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Implementing SFX in engine
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Play testing in engine and in build
More Projects...
CHAOS
XR Hackathon Winner
Game Designer
CHAOS explores physicality and presence in service of enhanced social activity - in a way that is only possible through Mixed Reality. We set out to create an active and, well, chaotic co-located multiplayer game, in which your physical space turns into a mythological battleground.
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Ideating a concept for a co-located multiplayer mixed reality game
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Gameplay flow
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Conducting research on the Ancient Greek theme and how it could work in the space
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Producing references, documentation and storyboards
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Prototyping in Unity​
Augmented Heritage XR
Lead Design | Narrative Design | Level Design
A prototype for a mixed reality location based experience, bringing history to life in a historic setting designed to use passthrough for the Meta Quest Pro.
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Conducting research on the historic theme and how it could work in the space
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Producing references, documentation and storyboards
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Implementing gameplay mechanics
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Triggering audio and VFX
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Greyboxing and designing audience flow
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Script writing
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Helping to direct the voice over sessions
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Sound Design
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Historical Immersive Experience XR
Lead Design | Narrative Design | Level Design
Working with a well known cultural charity to create a concept for a mixed reality location based experience bringing history to life in a historical setting through VR on the Meta Quest 3.
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Conducting research on the historic theme and how it could work in the space
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Producing references, documentation and storyboards
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Greyboxing and designing audience flow
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Designing solutions for multiple audience participation
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Script writing
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