
I'm a UI/UX designer with an eye for detail, and a versatile skill set. My goal is to always support the team around me, the project's needs and uplift the player experience. I've worked for indie and medium sized studios on-site and remotely.
I'm passionate about art and design, where in my downtime I can be found learning a new skill or working on a personal project.
TITLES SHIPPED
• PLANTED!
Cloth Cat Games | Playstation 5, Xbox, Switch, PC
• HIGH ON LIFE 2
Dead Nice Studios | Playstation 5, Xbox, Switch 2, PC
• STARSHIP TROOPERS: CONTINUUM
XR Games | Playstation VR2, Meta Quest 2
• ZOMBIE ARMY VR
XR Games | Playstation VR2, Meta Quest 2
• CASTLE INVASION: THRONE OUT
Cat Trap Studios | Playstation 4, PC
UI/UX DESIGNER
2026
CLOTH CAT GAMES - CONTRACT - REMOTE, UK
Full ownership of UI with the goal of providing all UI in 6 months. Taking existing UI and reskinning it with new visual direction along with developing HUDs, menus, motion design and UX solutions for in-game challenges. Ensuring that UI and flows were coherent between single and multiplayer modes as well as TRC compliant for release platforms, online and cross-platform play.
UI/UX DESIGNER
2024-2025
DEAD NICE STUDIOS - CONTRACT - REMOTE, UK
Joined as a freelance designer, I supported Dead Nice to deliver UI/UX support and solutions to their clients from different time zones. During my time with Dead Nice I worked on 5+ projects of varying genres and styles, including several months as a UI Technical Designer using Noesis for implementation and contributed iconography to High On Life 2.
UI/UX DESIGNER
2023-2024
XR GAMES - LEEDS, UK
Joined the UI/UX team where each member had ownership of specific features on the projects, creating all front end UI and working closely with engineers through reviews to ensure alignment to designs. I had ownership of horde mode UI for Zombie Army VR and contributed 2D art and visual development to both projects I worked on whilst with the studio.
PRODUCT DESIGNER
2018-2023
SKY BETTING & GAMING - LEEDS, UK
Initially joined as a game experience designer, I was responsible for developing mini-games for the platform. I then had ownership of each quarter's main promotional game as well as seasonal reskins of the primary site promotion, Prize Machine.
Here I built up many of the hard and soft skills that I would take with me to my career in the games industry.