Black and white illustration of a brain with two X marks over the left hemisphere.

Hi, IM OLLIE

Welcome to my portfolio. I’m a graduate Game Designer who specialises in UI/UX and Level Design for games. Learn more

Please look around, hopefully you’ll find something you like.

GAME DESIGN WORK

White descending chevrons on a black background.
  • A sunset or sunrise over a grassy field with a wooden trap or box, glowing blue lights beneath it, and a pinkish sky with clouds. The text 'CRYSTAL CHAOS' is in the upper left corner.

    CRYSTAL CHAOS

    UI/UX LEAD • CLEVER CRITTER GAMES

    Developed in Unreal Engine 5 by a team of ~20 people over the course of 6 months, CRYSTAL CHAOS pits you against an endless horde within a vast, abandoned mineshaft. Level up, unlock new weapons, and grow in power as you explore the unique ecosystems found in the caves.

    I oversaw the UI/UX elements of this project, being responsible for the concepting, development and iteration of a majority of the games menus and player facing UI. However, I also worked on other areas during development, such as assisting with documentation and player progression systems

  • Interior of a house with wooden-paneled walls, a hallway with an arched doorway leading to another room, wall-mounted light fixtures, and framed pictures on the walls. The image has the text 'SILVER FALLS' in large white font in the top left corner.

    SILVER FALLS

    SOLO DEVELOPED • NARRATIVE • FIRST PERSON

    SILVER FALLS is a 15-20 minute long horror narrative wherein after a mysterious broadcast warns the sun has not risen, you must communicate with your partner across the street as the situation worsens.

    Developed in my 2nd year at university over the course of 12 weeks, ‘SILVER FALLS’ was developed in Unity and was designed as a small scale project to explore writing and narrative delivery for video games, with a secondary focus on creating atmosphere through visuals and sound design

  • redline cover image

    THE REDLINE

    SOLO DEVELOPED • DEDUCTION • FIRST PERSON

    THE REDLINE is a 15-20 minute long puzzler built around the concept of finding a mysterious stranger at a nightclub, before they find you.

    It was developed in my final year of university over the course of 12 weeks using Unreal Engine 5, and was designed with the intention of exploring the link that exists between narrative and worldbuilding in videogames, with a focus on writing, environmental storytelling, and Level Design


my design WORK

Larger scale independent and collaborative projects



PROTOTYPES & INVESTIGATIONS

Smaller scale gameplay snapshots



DOCUMENTATION

Written documentation for various solo projects


*Documentation for certain team/confidential projects may not be available for viewing