GAME DESIGNER
Hi! I’m Simon, an experienced Game Designer with strong technical skills and a background working on several AAA titles linked to major studios worldwide. I am motivated by, and passionate about, games that offer emergent narrative, a strong sense of agency, and fully utilise their unique interactive nature.
I have worked on the following titles:
LEGO™ Horizon Adventures
- Design Owner on the Challenge Missions feature
- Using Unreal Engine 5’s Blueprints to script and iterate on missions.
- Understanding and working with our specific Gameplay Ability System (GAS) implementation in Unreal
- Concept and Documentation
- Design Owner on the Barks feature
- Collaborated closely with writers, engineers, and tech design to bring the barks to life.
- Working heavily with Blueprints and custom data structures in Unreal to produce the desired cadence and frequency of barks.
For Studio Gobo’s full dev project, basing the world of Horizon Zero Dawn with the aesthetics of LEGO, I pitched, took control of, and designed two key features: The Challenges (Community Board) and the Barks system. Both required a deep understanding of Unreal’s Blueprints and the data structures implemented by our engineers. In addition, I worked closely with Sony’s external writing team, which resulted in some fantastic, fun content.



Redfall
- Design Owner on single-player and co-op Side Missions
- Guided the missions through every step, from proposal to completion.
- Implemented missions in Blueprints
- Designed and scripted missions in Blueprints designed to be played single-player and co-op for ultimately unreleased content.
- Laid out points of interest within the open world map that supported the missions whilst also fitting logically and aesthetically within the world itself.
- Worked with Unreal’s Behaviour Tree system to implement appropriate AI.
Working closely with Arkane, I helped to augment the existing open world with missions that supported proposed new features for the game. I owned, and was responsible for, designing the missions, scripting the logic in blueprints, constructing the physical space, and handling NPC behaviour which included pathfinding and spawn behaviour.



Hogwarts Legacy
- Designed and scripted gameplay content to populate Overland and Forbidden Forest area of the map
- Designed puzzles and activities within the space constraints within a specific area.
- Given the current setting, I designed content that fitted the themes and style of points of interest.
- Took into consideration the player’s projected progression, both at the character and narrative level, in order to design meaningful gameplay.
- Utilised Blueprints to script functionality and bring the design to life.
Working on the Forbidden Forest and outdoor areas of the iconic surroundings of Hogwarts castle, I was tasked with creating content that helped break the pace and improve the flow of content to keep players inquisitive. This involved identifying key areas that would be suitable for side missions and puzzle content that players could engage in between main missions. I was also responsible for designing and scripting some of the existing points of interest with naturally fitting and intuitive challenges that would occupy player attention and foster a sense of exploration.



Synced: Off Planet
- Designed large PvPvE maps for Tencent’s co-operative zombie-like shooter while considering the interplay between team-mates, players, and AI.
On Synced: Off Planet, a PvPvE FPS, I was tasked with creating some of the large maps that the game plays out on. I took these maps all the way from initial theming and photo reference to block-out, and finally being ready for a full art pass.
My goals at a high level were to:
- Establish a location for the map that fitted the game’s themes and style.
- Ensure that the space supported the major mechanics of the game.
- Structuring the map along multiple points of interest to provide breaks in pace and flow
At a lower, and more nuanced, level my focus was on:
- Crafting spaces within points of interest that would generate interesting combat by channelling and gating enemy AI around the scene.
- Balancing pickups and loot across the area
- Keeping spaces between points of interest engaging for players by crafting encounters and still providing cover and occlusion for interesting combat.



QA and Related Work
For Honor
- Created test map content and organised playtests for feedback.
- Used my free time while in QA to build maps in For Honor using Anvil, their proprietary engine and editor.
- Organised playtests for internal feedback in the studio and iterated accordingly
- As Senior QA
- Worked in-house, and embedded with, the dev team
- Organised structured playtests, documented feedback















