Lead Designer
ARCADIA MISSIONS
ARCADIA is Build a Rocket Boy's proprietary UE5-based creation toolset, you can find an introduction to how it works here. I was responsible for driving the integration of ARCADIA into MindsEye's game systems and establishing production pipelines, coordinating with the technical teams to bring the toolset to a functional standard within our workflow. Once the integration was stable, I led the design and delivery of all ARCADIA-built content across the project. This included main campaign missions, side missions, open world ambient activities and the additional launch content displayed below.
LEAD DESIGN WORK
Experiences I designed and led end-to-end
Following release, I led the end-to-end design and delivery of two large-scale ARCADIA experiences.
My responsibilities included:
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Designing features, defining scope in collaboration with directors, external partners and technical teams.
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Guiding iteration based on playtest results.
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Establishing and maintaining pipelines with Audio, Animation, Character Art, AI, Props, Vehicles, and Narrative to ensure the projects had all required features and assets delivered on time.
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Managing priorities, dependencies and milestone tracking and balancing the needs with other projects I was responsible for.
HITMAN X MINDSEYE

Role: project lead, design owner.
Design owner of the collaboration between Build a Rocket Boy and IOI Partners, combining the best elements from the Hitman franchise and MindsEye - not yet released, details are under NDA.
UNANNOUNCED TITLE

Role: project lead, design owner.
Design owner of a new, unannounced title, under NDA.
TEAM OUTPUT
Race experiences designed and developed by my team
We designed and delivered a series of short-form race experiences within ARCADIA with the team, spanning both vehicle and drone formats. Serving as both showcases for what players could create using the UGC toolset and optional side activities built from the main campaign's assets, each experience featured cross-platform leaderboard integration with Steam, PlayStation, and Xbox.
My role involved reviewing work from greybox to final delivery, guiding iteration based on playtest feedback, and ensuring the pipeline with Audio, Art, AI, and other dependencies was in place for the team to deliver on time.
WINGING IT
TURBULENCE
RATTLESNAKE
RIDING THE STORM
CRAZ-EYE TAXI
JUST DESERTS
CROSSTOWN TRAFFIC
MOONLIGHT MILE
ROUGH RIDING
TICKETS, PLEASE
RUBBLE AND ROCK
SUBURBAN BURNOUT
HIGHWAY HAVOC
QUICK SILVA
DRONE RACES
Timestamps:
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Garden Party 0:00
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Deconstruction 1:14
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Factory Sweep 3:16
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Chase The Sun 4:53
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Highs and Lows can be seen here.