My final year project at TU Dublin Game Design. On this project I took on the role of the main game play and level designer. This project ended up teaching me a lot about player feedback and the difficulties of using large game design documents.
This game was made as a serious awareness spreading game for TENI (Transgender Equality Network Ireland). The goal of the game was to teach the player about the state of transgender healthcare in Ireland, and to educate about better alternatives. The game was well received by the client, and the game is being used at their events as a part of their educational program for transgender families. It was the winner of IMIRT's Best Student Game of 2026.
Battleclaws started off as a school project as a part of one of our assignments. Once the project went into full production outside of school, the team brought me in as the technical artist and a general In-game UI designer. After the steam release we aimed for a re-haul as we wanted to release on the Switch. As the team saw that I worked better as a designer from my other projects, I was moved to a design role.
A deeply personal game, made as a follow up to a previous game of mine, girlhell. While the base of the game was mechanically simple I wanted to create a rudimentary walking simulator, with a mechanic that focuses on reinforcing an emotion. The game got picked up by Indiepocalype a monthly digital zine that releases indie game bundles along with write-ups about their creation.
A game-jam game made around the idea of flipping the theme of space. After ideation with the team, I settled on basing the game around clipping and spacial logic puzzles. Clipping out of walls being a very uniquely video game-y action you cannot replicate in any other media. To encourage the player to do so, I gave the player a menial grueling task to force the player to get bored and explore on their own. Finding an engaging series of puzzles to explore.
What started off as a small game jam game, Folamh after being rated by a panel of judges from multiple game studios ended up winning the Games Now! Game Jam and was showcased in Helsinki, Finland. This story driven game focused on telling a strong personal story which ended up moving people and they left many touching messages.
For this game I worked as the Lead designer for the level layout and broader beats and mini-games.
A more game-play focused game, this was a 1v1 chase arena game, where the players are working with asymmetrical goals and controls. The whole game's idea is based around the concept of a cat and mouse game. What initially started as a narrative driven spray painting FPS game, after many rounds of iterative prototyping, the game fully transformed in shape and gameplay.
girlhell
One of my first personal projects I made outside of collage. Based around simple walking and reading poetry. This game came from a long time fascination of what would a lyrical game look like instead of more typical narrative driven story. The goal of this game was to convey an idea of a distracting space with random ideas sprouting into your head out of nowhere. The stark scene changes and dissonant audio are in place to aid this feeling. The more hidden and personal the poems the further and more hidden they are on the game map.
Xandu O.S.
Text based visual novel, with a mechanic of corruption. Made as a prototype for making a visual novel feel like a simulation. The game is structured like a rogue-like in the way that each play through the player gets to see different files and therefore different parts of the story.
The night the stars were in the shape of you
A game that was made as a gift. A big part of the inspiration behind the design was based on star gazing. My goal was to evoke that emotion in a game. The way the constellations pop into view as you get closer is a mechanic meant to evoke how people see different shapes pop up as they stare at stars. A big feature of this game is the time passage, working as a limit for the game giving the game repeatability, as you won't be able to experience the whole game on your first try.
CutThroat
Game jam game that was based around the idea of what if buckshot roulette was multiplayer? (before it got multiplayer) with transforming the key formula into a card game. While this project was a lot rougher and buggier than other games in here, It is notable for how I approached prototyping. This game fully started off as a paper made small scale card game made on scrap paper. Changing the balancing of the cards as we went and really honing in on the final design and balancing before going doing any work on the computer.