UNREAL ENGINE 5 LEVEL DESIGN TECHNICAL DESIGN BLUEPRINTS N=12 EMPIRICAL STUDY TRAINING SIMULATION UNITY MASOCORE DESIGN FIGMA AVAILABLE FOR ROLES GDD AUTHORSHIP SERIOUS GAMES SDT · MDA · COGNITIVE LOAD THEORY

ABOUT ME

Twelve years as a police officer. Now a games designer. The two connect more than you might think.

I'm a BSc Games Design graduate of the University of Greater Manchester.

That background shapes how I design. Police work is about reading situations fast, communicating clearly under pressure, and understanding how people behave when the stakes are real. That carries over. Enemy AI, player flow, training simulations, systems that need to feel fair. The thinking is the same.

I work across level design, technical implementation in Unreal Engine 5, and applied research. My research study on Cognitive-Mechanical Interference in 2.5D platformers is a practical example of how I approach design problems empirically rather than by instinct alone. Longer term, I'm particularly interested in serious games and training simulation, a space where twelve years in the field gives me a different starting point.

Education

BSc (Hons) Games Design

University of Greater Manchester

Previously

Police Officer, 12 years

Greater Manchester Police

Based in

Bolton, Manchester

Specialisms

Unreal Engine 5 · Level Design · Training Simulation · Applied Research

01

Design Philosophy

01
Failure should always feel like the player's fault, not the system's. Readability and fairness aren't polish, they're architecture. A death that feels arbitrary is a design failure.
02
Iteration over instinct. Design decisions backed by playtesting data and cognitive theory hold up better than gut feel. If a system matters, measure it.
03
The best level design is invisible. Players feel the intention without seeing the hand that placed it. When the seams show, the immersion breaks.
04
Mechanics should serve narrative, and narrative should justify mechanics. Neither works in isolation. The Long View has no HUD because the missing HUD is the point.
02

Areas of Focus

  • Level Design & Player Flow
  • Technical Design in Unreal Engine 5
  • Applied Game Psychology (MDA, SDT, Cognitive Load Theory)
  • Narrative Design & Systemic Storytelling
03

Education & Background

2021–2026

BSc (Hons) Games Design

University of Greater Manchester · Graduated 2026

Key modules: Practical Development Research (research study on CMI in 2.5D platformers), Advanced Level Design, Technical Game Design, Narrative Systems. Proficient in Unreal Engine 5, Unity, Autodesk Maya, Blueprints, and Ren'Py.

2006–2018

Police Constable

Greater Manchester Police

12 years operational. Frontline policing, digital forensics, and launching a mobile data examination unit. The technical and analytical side of that work is what pushed me toward game design in the first place.

Currently Seeking

WHAT I'M LOOKING FOR

Graduate or junior designer roles in level design, technical design, or serious games. Particularly interested in studios working on training simulation, procedural systems, or research-backed design. Open to remote and Greater Manchester–based positions.

Graduate & Junior Designer Roles Technical Designer Positions Serious Games / Training Simulation Freelance Level Design Remote & Greater Manchester
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