Cross-Discipline Leadership
Communicating design vision across art, engineering and production, including coordination of local and international outsourcing teams.
Technical Gameplay Designer
Gameplay Designer specializing in implementing design into Unreal Engine. Highly adept at collaborating across disciplines; bridging the gap between engineering, art, and production. Proven track record of shipping maps, features, and DLCs.
Based in Cambridge, UK. Currently a Gameplay Designer at World Makers.
Career
Four years of professional game dev experience and one year of serious hobby-ing.
Top Skills
Communicating design vision across art, engineering and production, including coordination of local and international outsourcing teams.
Prototyping through to feature ownership across the full design-to-release pipeline — including DLC, maps, balancing passes, and live service content.
Coordinating playtesting and community feedback loops, and feeding the results back into data-informed iteration.
Blueprint visual scripting, the Gameplay Ability System, custom tooling and profiling across full production cycles.
Jan 2025 — Present
World Makers, Cambridge
Oct 2022 — Jan 2025
World Makers, Cambridge
Jun 2019 — Oct 2020
Astral Dawn Studios, Windsor
Selected Work
A mix of studio work and personal projects — from co-founding an indie studio to game jams built in 48 hours flat. Each one taught me something different about scope, collaboration, or just finishing what you start.
Professional Credits · World Makers
Shipped
A shipped, live-service social deduction horror game, where I worked as a Gameplay Designer at World Makers. The clips below are a sample of recent gameplay from official and community channels.
In Development
An original massive-scale PvE shooter, currently in development at World Makers' Cambridge studio. Set in a full-scale recreation of London, it's built around large-scale multiplayer encounters, dense crowds, and a richly simulated, reactive city — pushing the scale and physicality of multiplayer gameplay beyond typical match-based shooters.
I was involved in designing the macro gameplay loop mission system, the creature spawning system, and creature design, and I designed and implemented individual missions.
Co-Founded · 2019–2020
An indie studio I started with two friends, working in Unity. We began with Astral Dawn, an ambitious JRPG — and learned the hard way that the scope was too broad for a three-person team. We shelved it and built Dodo Alone instead: a smaller, sharper 2D platformer about the extinction of the dodo, which we took to a public demo release.
I led art direction and self-directed development alongside the founders, and produced devlogs and Unity animation tutorials to bring the community along with us.
Game Jams
June 2021
Built with three university friends in 48 hours on the theme "Joined Together." You play a journalist balancing finances against polarising, clickable articles. Ranked 860th of 5,800+ entries — 423rd for Presentation, the part of the project I led.
Ludum Dare 44
A tower-defence game built around "Life is Currency," in the spirit of Plants vs. Zombies. Five animals defend the farm against waves of attackers stealing your livestock. A useful lesson in realistic scope under time pressure.
Background
A Master's in Games Engineering gave me the technical foundation — C++, real-time systems, and a dissertation in procedural animation. Before that, a self-directed research project in sixth form was where I first learned to actually finish a piece of design work.
Sep 2018 — Jun 2022
Master of Computing, Games Engineering — First Class Honours
An MEng focused on C++, with a networking module, a Master's dissertation on procedural animation using Unreal Engine, and a separate Bachelor's dissertation on procedural city generation.
Sep 2013 — Jul 2018
Secondary School
Off Duty
Hey there, I'm Jack!
For as long as I can remember I've loved building things. Whether that's bridges for quad bikes on my grandfather's farm in British Columbia, or YouTube videos of me and my mates playing SMITE.
Growing up in Windsor, I became fascinated with video games and eventually decided that's what I wanted to make. From art to music to design to programming, I've dabbled in all of it, both as a hobby and professionally, albeit to different degrees.
As a citizen of the UK, Canada and the USA, I also have the right to work in each country.
If I sound like somebody you'd like to hire, reach out via the details below!
Let's talk
Open to new opportunities in technical and gameplay design. The fastest way to reach me is email — happy to send over a full CV, references, or build samples on request.