Portfolio

MOUSE: P.I. For Hire

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.

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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.

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SOL Shogunate
Horizon Hunters Gathering

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.

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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.

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Horizon Forbidden West
Horizon Zero Dawn

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.

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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.

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Killzone Shadow Fall
Blade Lords

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.

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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.

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Sonic the Hedgehog 4 Episode I

Some of the older projects I contributed to