PORTFOLIO


PROFESSIONAL WORK
Professional Development

Throughout my time at Coconut Lizard, I have worked on a number of projects that are not yet released to the public. Each project has given me main takeaways that I will keep with me throughout my journey in the games industry. The key takeaways from my experience as a Game Designer are my extensive work with Unreal Engine in designing, balancing, and delivering compelling Quest content, Minigames, Combat Design, and Encounter/Boss Design, while ensuring well-crafted player experiences are at the forefront. Beyond hands-on development, my role involves high-level documentation, facilitating clear and structured design communication. Additionally, I specialize in feature pitch creation and delivery for clients and stakeholders, ensuring ideas are presented effectively and aligned with project goals.
Below is a breakdown of my core competencies:
Gameplay and Combat Design
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Designing core magic system and working alongside the combat team
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Crafting satisfying combat mechanics with a balance of challenge and accessibility.
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Iterating on gameplay elements through prototyping, testing, and refinement.
Minigames & Side Content
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Creating unique minigame experiences that complement the core gameplay.
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Balancing difficulty and accessibility to cater to different player skill levels.
Encounter & Boss Design
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Structuring dynamic encounters that provide strategic and memorable gameplay moments.
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Designing boss fights with multi-phase mechanics to challenge and engage players.
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Collaborating with artists and animators to ensure cohesive visual and gameplay synergy.
High-Level Documentation & Pitching
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Creating detailed design documents for clear communication.
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Developing pitch decks and presentations tailored to clients and internal stakeholders.
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Conducting feature presentations with a focus on viability and engagement
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Collaborating with cross-disciplinary teams, ensuring designs align with technical feasibility and artistic vision.
I plan on creating and updating my portfolio with currently planned personal projects to further showcase my skills; with the addition of Narrative Design.
Sea of Thieves: A Pirate's Life - Announcement Trailer


Sea of Thieves: A Pirate's Life - Announcement Trailer

Vault Raiders Event - Official Sea of Thieves

Festival of Fishing Event - Official Sea of Thieves

Fate of the Damned: Official Sea of Thieves Content Update
Sea of Thieves
I joined Coconut Lizard in 2020 as one of two designers within the company and established the Design expertise for the company. My first project was collaborating with Rare on the BAFTA award-winning game Sea of Thieves. Stepping into this vibrant and ever-evolving world was an exciting challenge, and I quickly became immersed in shaping new gameplay experiences for players.
I worked closely with the events team, designing, implementing, and fine-tuning the voyages that complement in-game events. My role involved balancing gameplay mechanics, ensuring engaging player progression, and refining content to create compelling and rewarding experiences. One of the first major updates I contributed to was Fate of the Damned, a Halloween-themed event that included eerie, lore-rich content filled with spectral threats and hidden mysteries.
Since then, I have had the opportunity to contribute to numerous updates, each presenting unique challenges and learning experiences. From crafting narrative-driven adventures to refining gameplay mechanics, I’ve thoroughly enjoyed being part of a team dedicated to expanding the world of Sea of Thieves and delivering memorable moments for its passionate player base.
PACER XBOX gameplay trailer


PACER XBOX gameplay trailer

PACER | LAUNCH TRAILER | PS4, XBOX ONE, STEAM

【PACER】Flowmentum Mode Gameplay【PC】
Pacer
At R8 Games, I worked on Pacer, a high-speed anti-gravity racing game inspired by WipeOut. This was my first role as a Game Designer in the industry, and it provided me with invaluable experience in both gameplay balancing, campaign design and a first hand experience of working within the industry.
My primary responsibility was balancing the game's weapons for online, competitive play. This involved fine-tuning damage values, fire rates, and other key attributes to ensure a fair and engaging multiplayer experience.
Beyond weapon balancing, I contributed to the game's Campaign Design. I helped structured the overall campaign progression, determining the sequence of events, race types, and challenges that players would encounter. A major part of this was designing new and unique game modes to keep the single-player experience fresh and engaging. One such mode I created was Flowmentum, a slalom-based challenge where players gain increasing speed with each gate they pass through, pushing them to maintain precision and control as the race intensifies.
Working on Pacer allowed me to develop a deep understanding of game balance, player progression, and mode design, all while contributing to a fast-paced, competitive racing experience.



