I’m a Game Designer based in the West Midlands, with around 6 years of industry experience across live-service multiplayer, single-player simulation and unannounced projects.
I’m currently at Lucid Games, working on Sea of Thieves. Most recently, I led design for Season 18’s headline content: the Eternal Guard boss encounter, where I built its behaviour tree, abilities and full encounter flow, and Garrisons, multi-stage combat and puzzle locations that crews fight through to reach a guarded vault.
Before that, I was at Rare, where I co-owned design of The Legend of Monkey Island Tall Tales, including the LeChuck ship battle and the Captain Coco puzzle flow, and designed combat and puzzle content for several Adventures. I started my career at Dovetail Games, scripting content and building Steamworks features for Train Simulator.
The work I enjoy most sits where combat, missions and story meet: designing encounters, pacing a quest from start to finale, and writing the dialogue, lore and callouts that bring them to life.
I graduated from Staffordshire University in 2019 with a First Class MEng in Computer Games Design. I grew up playing Halo, World of Warcraft, Gears of War and the Fable trilogy, and those games are a big part of why I got into game design.