Games

Below is a brief overview of some of my current and past projects.


PlaySide Studios


Idle Area 51

 The aliens have CRASH landed!

Salvage as much alien tech as possible from the downed UFO and take it to your super secret desert facility for research in Idle Area 51.

Available on iOS, Idle Area 51  is a game where you’re in charge of a super secret facility. Develop your strategy, reduce costs, increase revenue and know that the choices you make will decide the fate of your operation …and maybe even the world!

Developed by PlaySide Studios.

Idle 51 Screens

As Game Designer on Idle Area 51 my contributions included:

  • End-to-end design and ownership of the project
  • Development and communication of the Game Design Document
  • Ongoing team liaison 
  • Designing and iterating the Core Loop of the game
  • Designing the in-game Economy and IAPs
  • Designing bonus and mission systems
  • In-game Text and localisation
  • Overseeing 2D and UI Art Development
  • Player Acquisition & Engagement
  • Player Retention & Monetisation
  • UX Design and Usability
  • Ongoing Live-Ops and Updates

Idle Area 51 on the App Store
Android coming soon!


Equestriad Banner 
Enjoy the Equestrian lifestyle!

Equestriad World Tour is a family-friendly experience that delivers a fun, realistic portrayal of the equestrian 3-day eventing sport of exciting show-jumping, cross-country & dressage competitions. From your own country estate, we guide players through the basics of equine riding mastery. Once you have mastered certain equine skills in qualifying events, you will progress to the officially licensed 5* star Badminton, Burghley and Kentucky horse trial events as well as the Australian International 3DE event, where you will be evaluated on timing, control and even rider and horse appearance.

Available on both Android and iOS, Equestriad World Tour  is a game where everyone can aspire to be a world champion!  

Developed by PlaySide Studios for client Go Gallop Studios.

Equestriad Screenshots

As Game Designer on Equestriad World Tour my contributions included:

  • Course and Track Design
  • Design and implementation of game modes
  • Design of game mechanics
  • Ongoing client and team liaison 
  • Designing and iterating the Core Loop of each event
  • Designing the in-game Economy and Item management
  • In-game Text and localisation
  • Player Acquisition & Engagement
  • Player Retention & Monetisation

Equestriad World Tour on the App Store
Equestriad World Tour on Google Play Store


HobbyKids Adeventures The Game - Hop 'n' Chop 
The official HobbyKids Adventures mobile game!

Jump right into the HobbyKids Adventures’ world with this super exciting hopping adventure! Fight past the evil Slobby Kids and other HobbyKids Adventures enemies’ to explore exciting worlds, unlock cool new weapons, customisation options + MORE!

Available on both Android and iOS, HobbyKids Adventures Hop ‘N’ Chop  is a hoppy and choppy Mobile F2P Platformer developed by PlaySide Studios for client Pocket.Watch Games.

HobbyKids Adventures is based on the web series of the same name developed by Butch Hartman and the HobbyKidsTV Family.

HobbyKids Adventures Screenshots

As Game Designer on HobbyKids my contributions included:

  • End-to-end design and ownership of the project
  • Development and communication of the Game Design Document
  • Ongoing client and team liaison 
  • Designing and iterating the Core Loop of the game
  • Designing the in-game Economy and Item management
  • Designing weapon perks and mod system
  • In-game Text and localisation
  • Overseeing 2D and UI Art Development
  • Player Acquisition & Engagement
  • Player Retention & Monetisation
  • UX Design and Usability
  • Ongoing Live-Ops and Updates

HobbyKids Adventures on the App Store
HobbyKids Adventures on Google Play Store



Plasma Pop is an electrifying bubble shooting adventure featuring your favorite Cartoon Network characters.

READY, AIM, POP!

Shoot plasma bubbles to make matches and clear the board. Blast as many plasmas as you can in endless and puzzle modes!

Available on both Android and iOS, Cartoon Network Plasma Pop  is a Mobile F2P Bubble Shooter with a difference, developed by PlaySide Studios for client Cartoon Network.

Unlock your favorites from Gumball, Teen Titans GO!, Steven Universe, Ben 10, We Bare Bears and more! Level up your characters with crazy, new abilities.

Plasma Pop Screenshot

As Game Designer on Plasma Pop my contributions included:

  • End-to-end design and ownership of the project
  • Development and communication of the Game Design Document
  • Level and Kit Design for Endless and Puzzle modes
  • Special Ability design
  • Designing and iterating the Core Loop of the game
  • Designing the in-game Economy
  • Designing perks and upgrades system
  • Player Acquisition & Engagement
  • Player Retention & Monetisation
  • UX Design and Usability
  • In-game Text and localisation
  • Overseeing 2D, PFX and UI Art Development

Plasma Pop on the App Store
Plasma Pop on Google Play Store


Hatchtopia Life 
Hatchtopia Life is a creative world builder like no other!

Build your World, Connect With Friends, Play Mini Games, Use Codes from Plush Toys, Buy New Characters, Clothing, Houses & More.

The More You Play, the More Your World Grows!

Available on Android and iOS, Hatchtopia Life is an innovative Mobile F2P World Builder developed by PlaySide Studios for client Spin Master.

Hatchtopia Life is a companion app to a new line of Hatchimals Plush Toys which contain a special code that when scanned, grants the player a digital Hatchimal and special in-game rewards.

Hatchtopia Life

As Game Designer on Hatchtopia Life my contributions included:

  • Ownership and communication of the Game Vision and Game Design Document
  • First Time User Experience and Tutorial design
  • Designing and iterating the Core Loop of the game
  • Mini-game Core Loop design and iteration
  • Designing and developing the EXP and Leveling Systems
  • Designing the in-game Economy and Item Database management
  • In-game Text and localisation
  • Overseeing 2D, 3D and UI Art Development
  • Player Acquisition & Engagement
  • Player Retention & Monetisation
  • UX Design and Usability
  • Ongoing Live-Ops and Updates

Hatchtopia Life on the App Store
Hatchtopia Life on Google Play Store


Build! Train! Battle!

Build your bot, Train them up and Battle online against your friends in AR Robot, the ultimate fight for robot supremacy.

Mobile F2P game, AR Robot was developed as a new Augmented Reality experience from PlaySide Studios, following up from the success of its predecessor AR Dragon.

At launch AR Robot was featured worldwide on the App Store.

Nominated for the 15th International Mobile Gaming Awards.

AR Robot Screenshots

As Game Designer on AR Robot my duties included:

  • Creating and updating the Game Design Document
  • Designing and iterating the Core Loop of the game
  • Designing and developing the XP and Leveling Systems
  • Designing and developing the in-game Economy and Item Database
  • Player Acquisition & Engagement
  • Player Retention & Monetisation
  • Designing and iterating Battle System and Training Minigames
  • First Time User Experience and Tutorial design
  • UX Design and Usability

AR Robot on the App Store
AR Robot at PlaySide


Dumb Ways To Die 3

Dumb Ways to Die brought you the dumb little Beans that the world fell in love with. Now it’s time for another dumbfounding adventure!

Dumb Ways to Die 3 is a Mobile F2P game developed by PlaySide Studios on behalf of client Metro Trains. The game is based on the super successful advertising campaign for train safety which became the most awarded campaign in the history of Cannes and the third most shared ad of all time.

The games in the Dumb Ways to Die franchise are some of PlaySide’s most consistently and widely played, with over 200 million downloads.

DWTD3 Screen Shots

As Game Designer on Dumb Ways to Die 3 my duties included:

  • Updating and ownership of the Game Design Document
  • Developing Pitch Documents for Updates (New Features and Minigames)
  • Design and implementation of New Minigame (Rafty Rapids)
  • Level (Kit) Design and Iteration (Rafty Rapids)
  • Design and implementation of New In-Game Economy (Hard Currency)
  • Designing and developing an XP and Leveling System
  • Design of new Augmented Reality (AR) features.
  • Player Acquisition & Engagement
  • Player Retention & Monetisation
  • UX Design and Usability of new features

DWTD3 on the App Store
DWTD3 on Google Play
DWTD3 at PlaySide


DWTD2

Dumb Ways to Die 2: The Games has taken the world by storm; launching to the #1 spot in 83 countries with 75 million downloads and over 1.2 billion unique plays to date.

Dumb Ways to Die 2 is a Mobile F2P game developed by PlaySide Studios on behalf of client Metro Trains. The game is based on the super successful advertising campaign for train safety which became the most awarded campaign in the history of Cannes and the third most shared ad of all time.

The games in the Dumb Ways to Die franchise are some of PlaySide’s most consistently and widely played, with over 200 million downloads.

DWTD2 Screens

As Game Designer on Dumb Ways to Die 3 my duties included:

  • Updating and ownership of the Game Design Document
  • Developing Pitch Documents for Updates (New Minigames)
  • Design and implementation of New Minigames (Christmas 2018)
  • Player Acquisition & Engagement
  • Player Retention & Monetisation

DWTD2 on the App Store
DWTD2 on Google Play
DWTD2 at PlaySide


Student/Personal Projects


Level Squared

Winner of Best Student Game at The Game Awards 2017!

In puzzle platformer LVL² (Level Squared), you need to think inside the box.

Jump around with your electric square heart, project other squares and manipulate reality to solve puzzles.

LVL² was a final-year capstone project for Swinburne University’s Bachelor of Games and Interactivity.

In 2017, it was awarded Best Student Game at The Game Awards in front of 15 million viewers.

As Game Designer on the project I worked in conjunction with the team to develop the concept, mechanics and gameplay as well as taking charge of the tutorial and level design.

LVL² in the news:

LVL² demo at itch.io
LVL² on Twitter
LVL² on Facebook


DooVeeDoo

Have you ever been so bored that you watched the DVD logo bounce around the screen and waited for it to perfectly hit a corner?

Me neither, but DooVeeDoo now lets you control the action!

Combining Breakout-style gameplay with this early 2000’s boredom-busting pastime, DooVeeDoo is a fun little personal project I created in my spare time, just for laughs.

DooVeeDoo Gameplay

DooVeeDoo Gameplay (Click to Watch)


Light My Way Logo

Light My Way was a prototype developed as part of assessment for Swinburne University’s Digital Game Prototyping Lab.

Light My Way is a 2D Platformer, set in an ambient underground world. Players control light and dark to solve puzzles and guide a young sapling to the surface. Using the soft glow of a firefly, players light the path for the seedling, overcoming obstacles and avoiding danger from hostile enemies and perilous environments.

Light My Way featured as part of the 2016 Swinburne Student Showcase.

Light My Way Screenshot

Light My Way at itch.io


Interdimensional Lindy Hopping with Monkey Sartre

Monkey Sartre is a short narrative space adventure produced in Twine as part of assessment for Swinburne University’s Writing for Interactive Narratives.

Play as the captain of the spaceship Theseus shortly after the destruction of planet Earth, your right-hand man is a depressive monkey with the mind of philosopher Jean-Paul Sartre.

Choose your path as together you traverse dimensions in search of a new home.

Monkey Sartre screenshot

Monkey Sartre online


Wing-It

Wing-It at Swinburne University Open Day 2014
Wing-It at Swinburne University Open Day 2014

Wing-It is a board game designed as part of an assessment for Swinburne University’s Principles of Game Design unit and presented at PAX AUS 2015.

2-4 players collect and trade pieces of a plane in an attempt to be the first to complete their vessel, race to the centre of the board, claim the engine and escape the island. This bird-themed adventure is a family experience, with players utilising a mix of strategy and chance to thwart their opponents and become the first to collect all parts needed to finish the game.

Wing-It featured at Swinburne University Open Day 2014

Final Product


Shell Shock splash screen

Wing-It Shell Shock is videogame concept designed as part of an assessment for Principles of Game Design.

Wing-It was a game all about family fun, cooperation and competitiveness taking place in a world where birds ruled the roost and you don’t need wings to fly.

Wing-It created a bright, colourful and deceptively devious world with fleshed out characters and a lot of possibility. In moving the game to a digital space we want to not only expand the Wing-It universe and bring it to life but to also make it a social space where friends can gather to compete against one another through co-op play.

Concepts & Character Art


Will Never Died

Will Never Died was an Alternate Reality Game (ARG) created and run by Swinburne Games and Interactivity Students in Semester 1 2016.

The game ran over four weeks and included four live events, three websites, 15 active social media accounts, one burner phone and more than 100 players.

The game concluded on 31 May 2016.