Over the course of my professional career, I have worked as an MMO Content/Open World Designer, a Scrummaster, Producer for a game team, Producer for a small company working on multiple projects, as well as picking up game design tasks across narrative design (and writing), system design, level design, game balancing, and whatever else needs to be picked up to help get the game done.

For a breakdown of my entire history, please download my Resume. Click on the titles for associated links!

Home Base
A social world for kids!

Blowfish Studios (uncredited) Scholastic of America
Home Base (2019)

Senior Producer and Game Designer

Production responsibilities along with assisting art team with communication of client to articulate an art style, game design feedback, and production process improvements.

Storm Boy
Interactive Story with Toy-like Vignettes

Blowfish Studios in association with New Holland Publishing
Storm Boy: The Game (2018)

Game Director and Designer

I led the development and direction of this game, based on Colin Thiele’s well known novella of the same name. The game was developed part-time over six months, requiring a tight game design and vision. Aside from the game’s direction, design, writing, and vision, I also managed the promotional materials including trailers and physical merchandise.

Nominated for four categories in the Australian Games Awards 2018 (Australian Game, Independent Game, Family/Kids Title and Mobile/Handheld Title of the Year), as well as being a finalist for The Pav Awards 2019 (Across the Pond award), and nominated for The 52nd Annual AWGIE Awards (Interactive Media category).

Dactyl Hill Squad: Rescue Run

Endless Runner for Web, and integrated into iOS and Android

Blowfish Studios (uncredited) Scholastic of America
Dactyl Hill Squad: Rescue Run (2018)
Senior Producer & Game Designer
Used prior experience working on Endless Runner games to define the high-level game design, and guide junior designers in obstacle design; assisted with overall game direction to fit in line with IP.

Procedurally Generated Space Exploration FPS

Blowfish Studios / Crescent Moon Games / We’re Five Games
Morphite (2017)
Library Book Writer
I wrote 25+ “Book” entries that were scattered around the game’s universe, based on the game’s existing world design. Additionally, I gave feedback and helped shape the marketing assets including the promotional t-shirt design.[/caption]

Interactive Short Story

Self Developed
inheritance (2017)

Solo developer

Play on

Developed using Twine 2, and is available to play on

A Cyberpunk interactive short story, inspired by the original short story “Cyberpunks” by Bruce Bethke. It took about 2 days to develop the core of the short story.

Siegecraft Commander
Turn-Based and Real-Time Strategy

Blowfish Studios
Siegecraft Commander

Narrative Design, writing, and VO direction for the Single-Player Campaign.

I also gave interviews at PAX, and wrote and voiced a gameplay intro trailer.

Horizon: The Game
Procedurally Generated Platformer Game for Multiplatform Book Series

Blowfish Studios (uncredited) Scholastic of America
Horizon: The Game (2016)

Producer and Additional Game Design

Producer, with additional Game Design responsibilities including tutorial design, world design (from book reference), creature progression design, powerup designs.

Math Game for the Singaporean Marker

Blowfish Studios (uncredited) for Marshall Cavendish Education
Brainy Arkies (2016)

Producer, Game and Narrative Designer, Writer

Worked with representatives from Marshall Cavendish Education to define gameplay/project goals; improved the core loop; wrote dialogue in line with initial approved character voice; created new characters, character descriptions, and storylines; designed new gameplay (“invasion” and minigames); game balancing, level, and content design.

Shadow House
CYOA Game for Multiplatform Book Series

Blowfish Studios (uncredited) Scholastic of America
Shadow House (2016=8)


Producer for both development and live versions of the game. Implemented 3D Puzzle Level Design using Adventure Creator plugin in Unity, implemented CYOA using Fungus with custom tools.

Illustionist's Fate
Interactive / Deconstructed Murder Mystery

Self Developed, in association with Raging Pixel Productions.
Illusionist’s Fate (2011 & 2016)

Play on

Solo developer

Concept development was funded by ScreenWest’s Digital Breakout Development Fund, June 2011 round.

It has now been developed using Twine 1.4, and is available to play on

Gunscape FPS and level editor

Blowfish Studios
Gunscape (2016)

Narrative Designer

Developed, designed, and wrote the BFS (Blowfish Studios) Campaign, “The Shay Complex,” leading a small team in level design.

Ice Age Adventures iOS
Ice Age Adventures Freemium iOS Game

Ice Age Adventures (2014)

Assistant Producer for Creation; Live Game Producer

I joined as an Assistant Producer for the creation phase of development for the iOS original version of Ice Age Adventures in 2013. When the game went live in 2014, I took over as Producer for the live maintenance and Updates.

Jane Austen's Pride & Prejudice RPG
Text-Based RPG made for a one-week Game Jam

Self Developed as danRAGE Productions
Jane Austen’s Pride and Prejudice RPG (Demo)
for Public Domain Jam (May 2014)

Play on

Solo developer

This is an entry into Public Domain Jam for May 2014. My friend Anthony and I both created a game using Twine, based on Jane Austen’s Pride and Prejudice. They came out pretty differently! WIP, but it’s what I could put together in a week. A text RPG inspired by BBS LORD.

For 48 Hour Global Game Jam Perth 2010

Bored Room
Global Game Jam (2010)

Play via GGJ website

Game designer (Puzzle, narrative)

Working with Rockethands, I worked as a designer, specifically working on puzzles, story, and world design.

Interzone Futebol
Commercial AAA MMO Sports Title

Interzone Games
Watch Trailer for Interzone Futebol

Admin/Research Intern, Level Designer, Content /Social Designer, and Associate Producer.

Aside from the above, I also helped Animation by designing, casting, directing and selecting/editing mocap data before it was cleaned and integrated.

Dust by Sandbox Software
Winner of 2007 Nullabor Games Competition

Sandbox Software
Dust (2007)

Play or view trailer

Narrative Designer, Writer, VO Director 2D Artist

I worked on world design, story, dialogue, sfx, and 2D art.
Dust was placed First in the Nullabor Demo Competition (Games division)