About Me

My level design journey began in 1999 with the release of my first deathmatch map for Quake. After a few years of building levels for moddable games like Quake I began to consider the option of pursuing my hobby professionally. At the time however it seemed a bit of a pipe dream with the Australian industry being relatively small and so I started studying at Adelaide University to become an architect. By halfway through the course I still found myself drawn to level design, and after taking another look at the potential for employment in the Australian games industry I made the decision to shift focus to working on my level design portfolio and bringing myself up to date with modern games technology.

This led to just over three years as a professional level designer for Krome Studios on Star Wars: The Force Unleashed (PS2/PSP/Wii) and Star Wars: The Clone Wars: Republic Heroes (360/PS3/PC/Wii/PS2/PSP), working first in the Brisbane, and then the Adelaide studio, before being made redundant in November 2009.

I am available for work as a level designer with experience in games that have shipped for all the current major console platforms.

I am familiar with Worldcraft/Hammer, Radiant, 3d Studio Max, and Photoshop among other inhouse tools.