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Level/UI Designer

MechHead

MechHead is a fast-paced round-based arena shooter which pays homage to the genres classics. Customise your mech, smash high scores​, and unleash carnage to win the favour of the crowd!

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Employed primarily as a level designer, followed by becoming a UI/UX designer later on into development, working closely with the project lead and design team.

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Level Designer

Waste Removal

Waste Removal is a custom level for Metro Exodus, tasking players with venturing deep into the facility in hopes of finding a way back up to the surface. Waste Removal features a highly detailed environment filled with optional routes, loot, combat scenarios, quick time events and a core gameplay loop similar to its predecessors

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Acted as a Level Designer, creating, implementing and iterating on level designs whilst gathering references and analysing previous titles to improve the levels experience. Alongside this was learning a new proprietary engine and its quirks to expand problem solving skills, improve level design theory and broaden the level/technical design skillset.

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Project Lead/Level Designer

When Pigs Fly

When Pigs Fly Is a 6 week team project and a unofficial sequel to Toro where a farmer returns home only to find his beloved pigs kidnapped by the infamous wolf gang. When Pigs Fly offers quick parkour and speedrun style mechanics over a span of 11 unique levels, with varied obstacles and challenges that await your fall up in the clouds.

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Acted as The Project Lead, leading a team of 20 across different departments, alongside creating 3 levels, the majority of the UI, promotional materials and most of the pre-production to lead the team on the right creative path.

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QA Tester

Mental Block

MentalBlock is a top-down puzzler inspired by Sokoban. Solve puzzles in a range of environments to become the best infiltration robot on the market! The player can work their way through one hundred pre-made levels in the campaign mode, or attempt to make their own levels in the level editor!

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Employed as a QA tester to gather feedback and report bugs found in established builds throughout the dev cycle.

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Featured in Showreel

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Shortlisted for "Best Puzzle Game"

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Game/Level Designer

Toro

Toro is a parkour focused time trials game that takes place during the running of the bulls. Run, slide, wall run and slow down time to manoeuvre throughout the city and escape the bulls wrath!

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Acted as a Junior designer who handled the creation of 2 levels alongside marketing, running playtesting sessions and documentation which others relied on throughout the project. This game was ranked in top 5 out of 30 and was playtested by Rockstar, who gave us feedback that we used to further enhance the game.

 

After the game was complete, the game was ranked top 3 out of 30 and was awarded Best Single-Player Experience and Most Replayable by industry judges. This landed me a paid designer role on the next 3 games above

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Featured in Showreel

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Solo Indie Developer/Level Designer

Operation Bagration

Operation Bagration Is a homage to classic sniper games from the likes of Call of Duty and Sniper Elite. Tasking players to eliminate enemies helmets across different games modes, set within a destroyed remote village WW2’s eastern front. Operation Bagration features highly detailed environments, intrinsic leveldesign, satisfying gameplay loops, OOP based blueprints design and level streaming implementation.

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Acted as the main Solo Indie Developer, Starting with pre-production and planning, to the implementation of levels, adding of bought and custom assets, all technical functionality with efficient OOP standards, sound design and UI design/functionality. This project aimed to improve my general game development skillset, by focusing more on creating gameplay from scratch with better, and more optimal blueprints to create more unique level designs.

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Featured at GradEX

Indie Development

Operation Bagration

Game coming soon
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Optimisation of Level Implementation

Level Streaming

Refined level streaming technology shown over 3 unique prototypes to help bring performance up as well as splitting up level production for usage in larger teams. This project dives into the process of implementing and debugging level streaming for use in industry UE5 projects.

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Acted as a Technical Designer to expand the level design skillset, creating a R&D journal from scratch alongside creating level streaming prototypes, exploring industry optimisations and learning more about Unreal's systems.

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Level Designer

TF2_Dome

TF2_Dome (KOTH_Dome) is a Team Fortress 2 map that focuses on using elevation and smart traversal to gain advantages throughout the map. The level was constructed the Hammer Engine and is available for download off the Steam Workshop. Each layer has a unique style that helps to direct players throughout the map, which was created using an industry standard workflow.

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Acted as a Level Designer, Researching iterative designs of similar mulitplayer genres to create a unique and fun map that still followed oringial TF2 Design Conventions.

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Level Designer

Downtown

Downtown features a highly detailed and optimised environment, packed with optional routes, player agency, world building and a core gameplay loop thats similar to the original game.
 

Acted as a Level Designer, designing and creating the level entirely within the engine under a 20 hour time frame with iterations included. Alongside side this was learning a new proprietary engine (Chrome Engine 6) and its quirks to expand problem solving skills within a industry setting, improving iteration and prototyping skills.

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Level Designer

Slide Grind

Slide Grind features a unofficial sliding tutorial for Fortnite, tasking players with escaping their imprisonment from the top of the spiral, working their way through a variety of unique islands and challenges to escape back to the mainland whilst learning core gameplay mechanics.

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Acted as a Level Designer, creating, implementing and iterating on level designs whilst gathering references and research from other industry titles to improve the levels experience. Alongside this was learning a new engine and its quirks to expand problem solving skills, improve level design theory and broaden the level design skillset.

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Alex Mckie - Level Designer

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