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        Howdy! Nathan here!

I'm a multi-discipline Game Dev with experience on both indie projects and AAA titles. Nice to meetcha!

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  • Gameplay feature designing and balancing via playtest data

  • Rapid Prototyping 3Cs, Systems, and Tools via Visual Script

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  • Studio representative for overseas partnerships and pitches

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Always up for creative projects to collaborate and produce satisfying gameplay experiences.

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Co-Op Dungeon Crawler | PC, Mobile | UE4 (Solo Dev)

  • ​Market Research and Solo Dev: Analysing ongoing audience trends for co-op dungeon-crawlers, rougelike and metroidvanias to deconstruct systems, look ahead in the genre landscape, and rebuild features via UE5 visual scripting.

  • Combat Anim Montage, VFX, and SFX study: Pushing game-feel by utilising animation principles and feedback stages within player-choice design; ensuring combat inputs are rewarded with juicy knockbacks, camera shakes, key-pose hitstuns, and more.

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  • Ability-focused Progression: Player kits built modularly and systemically through pick-ups and equipment slots to promote player discovery while streamlining a development cycle. Encourage player agency in comp building, rather than purely through stats to highlight visible growth in team-based combat.

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PvPvE Stealth Action | PC, Console | UE4

  • Combat Design: Balancing a Rock/Paper/Scissors PvP match-up and introducing Perks that fulfil "hidden roles" to promote player/community discovery of builds. Designed and prototyped the 5th Character combat-kit based on live data to fill gaps in team dynamics.
     

  • Progression and Live Ops: Researching and compiling hour-to-hour engagement loop material for ability unlocks, Daily Challenges and Lore Tapestries. Championed an playable overhaul to the legacy second-to-second / minute-to-minute engagement loops, addressing the team-play fantasy and UX as per internal playtest and live community feedback. 

  • Mission Design: Pitching and prototyping an onboarding encounter scenario through a visual-scripted mission system, refining with sequencer animatics to showcase hero 3Cs and the unity pillar.

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PvP Runner | PC | UE5

  • Project Startup: Building from Hood assets and leading a small prototyping team building a new locomotion-system for the studio. Championing an original set of parkour-survival concepts, adapting, and collating user research for a changing market alongside Design Director. Producing A/B product decks for investors and publishers.​​

  • Locomotion UX: Prototyping and balancing early movement-based abilities to embrace a flow state. Supporting junior staff in creating features for balancing movement-based combat and providing milestone reviews to refine 3C UX.

  • Game Mode Exotics: Prototyping exotic game modes to appear as part of a rotating event playlist, such as a Survivors vs Boss team-based survival mode.

More Titles

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Critter Café

Solo Critter Collector | UE5

  • Mission/Puzzle 3Cs and Design Workshops

  • Narrative Support and Progression support

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FBC: Firebreak

Co-Op PvE | Proprietary Game Engine

  • Co-Op Ability and Weapon Design

  • Mission / Encounter Design support

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Unannounced Story-focused Stealth Title

TBA | UE5

  • Weapons and Ability Design

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Unannounced GaaS Extraction-Shooter

TBA | UE5

  • Locomotion 3Cs

  • Rapid Design Iteration and Visual Scripting

Functionality Tester Experience

Alien: Isolation
Football Manager 2015
Sega Genesis Classics
Total War ARENA
Stampede Racing Royale
The Texas Chainsaw Massacre
Still Wakes The Deep

External & Student Support

Experience showcasing projects externally (Talks, Twitch, Podcasts). University event support to help upskill undergrads and share their creative talents.

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Get in touch!

Examples of Design Documentation and RGD Workshops are available upon request. Get in touch! ⭐

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