About Me

Hello! I'm Reason, a creative and analytical Game Designer with a specialist MSc in Artificial Intelligence for Video Games and a First-Class BA in Game Design. My expertise lies in effective level and systems design and leveraging AI theory—from character realism to adaptive narrative systems—to craft innovative gameplay and player experiences.
I am adept at working within fast-paced, iterative team settings, applying Agile principles and Scrum practices to manage feature development from concept to polish in my academic projects. My core strength is as a designer who can effectively bridge creative vision and technical feasibility. Seeking a role as a Level Designer, Narrative Designer, Systems Designer, or QA Tester to create deeper, more dynamic games.
Skills
Work Experience
Design Consultant & Level Designer
Lucky Ghost
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Creating the world map almost single-handedly, with four distinct themes across the area, each involving climbing routes, shortcuts, intuitive navigation, and subconscious tutorials.
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Independently creating and utilising a metrics level.
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Contributing to, and advising on, design decisions in team meetings.
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Assuring cognitive mapping integration.
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Balancing difficulty increases between areas.
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Placing collectable items.
2013-2019
2023-2023
Previous Professional Experience
Liquid Investments, Fitness First, deVere Group
A history in client-facing and business development roles, developing strong communication, leadership, and project management skills.
Education
Artificial Intelligence for Video Games (MSc)
Falmouth University
2021-2024
Level 4 Creative Media Production HNC (VFX)
Westminster Kingsway College
2024-2025
Game Design and Development BA (Hons)
London South Bank University
2020-2021
Portfolio

Level Design
I employ a player-first approach that crafts worlds with natural rhythm - spaces that breathe between tension and release, punctuated by meaningful surprises and clear gameplay incentives. My background as a writer informs how I stage memorable moments, transforming functional layouts into compelling environmental narratives and fair and intuitive spatial dynamics. Below are three examples of my work covering three different kinds of games.
My core guiding principle is that every inch of a level should exist for two purposes:
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One micro, self-evident reason for being there
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And one macro, how it serves the greater context
I prioritise subconscious learning and intuitive wayfinding through subtle visual language, balanced with organic opportunities for player expression. Rooted in cognitive psychology, my designs suspect players in a state of flow and create the illusion of unscripted freedom while maintaining deliberate pacing.
My strength lies in maximalism through minimalism. I pride myself on my ability to pack style into a husk and depth into a puddle, crafting richness from simplicity and transforming clunky spaces into fluid gameplay canvases.
This player-centric approach ensures every moment feels earned yet unexpected. Whether crafting tight multiplayer maps or expansive story worlds, I build levels that resonate beyond their runtime - where players recall not just what they did, but how it made them feel.









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