
I'm currently working with Curious, a new digital platform that uses a game-based approach to aid the delivery of relationships and sex education (RSE) in schools.
My work has centred on designing mechanics and gameplay systems that are fun, engaging and accessible, but also communicate the subject material in a sensitive and appropriate way.
This unfinished project aimed to teach emotional self-care practices by combining relaxing farming sim gameplay with a thoughtful narrative.
The experience was designed to be slow-paced and meditative, with players encouraged to take their time exploring the cosy garden location and getting to know the cast of positive characters who frequent it.
An educational exploration game that supports young people to write their own stories.
Players must write solutions to bypass in-game obstacles. The game then uses natural language processing to generate writing prompts based on what the player has already written, providing a structured learning experience whilst also showcasing the power of games as educational tools.
I've been designing games and playable experiences for five years, and have worked on a range of different projects in that time: from physical installations, to mobile puzzlers, to VR experiences. Here are some of the highlights.
The world's smallest escape room (as far as I'm aware).
A minimalist puzzle game about rearranging boxes.
Interactive theatre meets hectic minigames.
A virtual reality teaching tool.
In 2019, I co-produced an exhibition at Goldsmiths, University of London, showcasing inventive and experimental playful experiences at the intersection of games, interactive design, and creative technology.
I enjoy writing interactive fiction when I get the chance. My work tends to use interactivity subtly, to elevate meaning and emotion or control the pace of a piece, rather than give the reader a great deal of agency in the outcome of the story.
A character-driven interactive fiction piece about childhood memories.
A piece about climate change, habitat renewal, and crawling on cadavers.
Read a good book. Listen to the radio. Enjoy a moment of solitude.
A horrifying historical document reimagined as interactive fiction.