
MOUSE: P.I. For Hire
A jazz-fueled, first-person shooter where you blast through a 1930s cartoon noir as a mouse detective with a gun.
Working as a consulting Producer, I facilitated a complex international partnership between a European studio and an Australian publisher. I used my background in game design and engineering, along with my experience with remote teams, to keep production moving smoothly.
SOL Shogunate
A pulse-pounding “samurai space opera” where you play as an outlaw ronin hacking, slashing, and grappling through an astro-feudal future on the moon.
I’m the Game Director of this project, as such I hold ultimate responsibility for the game’s creative direction, guiding design, art, and engineering teams from conception to execution. I also actively pitch the project in order to secure the funding needed to build and launch it.


Horizon Hunters Gathering
A cooperative action spin-off of the Horizon franchise where squads of specialised hunters team up for high-intensity machine-hunting missions and rogue-lite progression.
My final project on the Horizon franchise, where I continued my work on existing systems and tooling with the main challenge of moving everything over to a multiplayer framework.
Horizon Forbidden West
A stunning action-RPG where you brave a vibrant, post-apocalyptic frontier packed with colossal machine-dinosaurs to investigate a mysterious plague and save a dying biosphere.
Returning for the second Horizon game, I took on a senior role to expand and improve the core narrative, conversation, and crafting systems I developed for the first game. Beyond technical implementation, I organised cross-disciplinary feature teams, coordinating across departments to drive gameplay mechanics from concept to completion.


Horizon Zero Dawn
An acclaimed open-world adventure that tasks you with hunting robotic beasts using primitive weapons while uncovering the truth behind humanity’s fall and the origins of your protagonist, Aloy.
I joined the project during early prototyping. My systems engineering helped shape the franchise’s vision and successfully secure the project’s greenlight. I architected the game’s core narrative, conversation, and crafting systems, alongside related developer tooling, parts of the low-level architecture, and other gameplay features.
Killzone Shadow Fall
A visually striking sci-fi shooter that casts you as an elite operative trying to maintain a fragile, cold-war peace between two rival factions forced to share a single divided planet.
I built the narrative systems for the game, as well as heavily contributed to UI, multiplayer communication and other systems.


Blade Lords
A classic iOS fighting game combining traditional 2D brawler mechanics with RPG-like progression and impressive Unreal Engine 3 graphics for a deep, on-the-go combat experience.
I lead the team of programmers on this project, to create first mobile fighting game of its kind. I also heavily worked with the design team to creatively solve all issues stemming from a new platform, new technology and a new market.
Sonic 4 Episode 1
A 2.5D side-scrolling platformer intended as a long-awaited direct sequel to the Genesis classics, combining traditional fast-paced ring-collecting with modern 3D character models and the addition of the lock-on homing attack.
I handled all the programming to bring the game from Xbox to PC and Android. I adapted the code base for the game to run smoothly on completely different types of screens and hardware.

Some of the older projects I contributed to









































