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Aspiring Game Designer
Hi there! My name is Greg, I've been studying Games Design for the last 6 years, fuelled by my love for competitive multiplayer games. I have worked as a freelance designer in collaboration with senior industry members, in a range of roles such as graphic designer, UI/UX Designer, and Gameplay Feature Developer.
Below are some of my best achievements and all my notable design work, please check it out!
If you'd like to see me presenting some of my work, follow this link to my YouTube to access more in-depth showcases!
My Portfolio
Welcome to my portfolio. Here you’ll find a selection of my work. Explore my projects to learn more about what I do.


University Final Project - UE5 Game Design
https://youtu.be/_1XgrJg2gWU?si=SiI9eX4-IafRUFBn
For my final project at Univeristy, I really wanted to create a strong portfolio piece that linked to my undying desired to work on competitive multiplayer games - whilst also showing my versitility as a designer.
A game that released late 2023, named The Finals, caught my attention from the moment the reveal trailer dropped, and after sinking over a hundred hours into the game, I decided that I wanted to work on a game like The Finals. So what better way than create new content for The Finals to serve as my final piece!
The project is still a work in progress, with the hand-in date being set for mid May, however displayed are some screenshots of the work.
I have created multiple new grenades for the game - including a time-stopping freeze grenade - as well as replicating some of the core gameplay mechanics seen in The Finals.
Finally, I've also created a whole new map heavily influenced by Houston Space Center, conviently named "Houston 2024".
For my final project at Univeristy, I really wanted to create a strong portfolio piece that linked to my undying desired to work on competitive multiplayer games - whilst also showing my versitility as a designer.
A game that released late 2023, named The Finals, caught my attention from the moment the reveal trailer dropped, and after sinking over a hundred hours into the game, I decided that I wanted to work on a game like The Finals. So what better way than create new content for The Finals to serve as my final piece!
The project is still a work in progress, with the hand-in date being set for mid May, however displayed are some screenshots of the work.
I have created multiple new grenades for the game - including a time-stopping freeze grenade - as well as replicating some of the core gameplay mechanics seen in The Finals.
Finally, I've also created a whole new map heavily influenced by Houston Space Center, conviently named "Houston 2024".


Samsara UE5 Developer Bootcamp
During this bootcamp, I spend 100+ hours working in UE5 on a game known as Samsara, a buddhism inspired souls-like. I was tasked with creating a spell for the player to cast.
My spell was known as Tapana Portal, Where the player can spawn demons to fight by their side! I was able to extend the player's target execution functionality with the demon familiar's to allow them ot be the first npc's capable of executing targets. The spell was made using blueprints during LoF1, before being translated into C++ for the final prototype.
Post completion of the bootcamp, I came back a freelancer to migrate my work over the mian branch of the game, which is now in early access on Steam and Epic Games Store!
My spell was known as Tapana Portal, Where the player can spawn demons to fight by their side! I was able to extend the player's target execution functionality with the demon familiar's to allow them ot be the first npc's capable of executing targets. The spell was made using blueprints during LoF1, before being translated into C++ for the final prototype.
Post completion of the bootcamp, I came back a freelancer to migrate my work over the mian branch of the game, which is now in early access on Steam and Epic Games Store!


CAVE - PS5 Devkit Group Project
Awarded best level 6 group project of the year - CAVE is a PS5 First-person horror experience. The game, made entirely on PS5 devkits, features its own engine made by programming students, utilising cutting edge features such spacial audio, Deferred lighting and rendering, and haptic feedback through vibration and trigger feedback.
My role was Group leader and gameplay designer, working closely with the programmers, keeping the project on track and being the only designer to work in-engine. I also did the voice acting for the dialogue throughout the game.
My role was Group leader and gameplay designer, working closely with the programmers, keeping the project on track and being the only designer to work in-engine. I also did the voice acting for the dialogue throughout the game.


SMITE Advanced Ping System
https://youtu.be/n0rMOe-F0_0?si=8s3BUxIGxartMjH3
For a third year User Interface Design project, I decided to rework SMITE's debatable communication system commonly known as VGS.
I created a promixity based ping system that allows players to communate using common VGS inputs, or chosen favourites.
The inputs could be selected from a wheel that only used a single button hold to summon and select on release, unlike VGS with its current 2-4 button input requirements.
It also utilises location aquisition to allow player ping to be area specific. More information can be found at the full YouTube video:
https://www.youtube.com/watch?v=n0rMOe-F0_0
For a third year User Interface Design project, I decided to rework SMITE's debatable communication system commonly known as VGS.
I created a promixity based ping system that allows players to communate using common VGS inputs, or chosen favourites.
The inputs could be selected from a wheel that only used a single button hold to summon and select on release, unlike VGS with its current 2-4 button input requirements.
It also utilises location aquisition to allow player ping to be area specific. More information can be found at the full YouTube video:
https://www.youtube.com/watch?v=n0rMOe-F0_0


Project Blue Sand - UNITY Group Prohect
Blue Sand was another group project I worked on during my second year of studies, along with a group of artists and programmers. The game held a very abstract art style and vibe which we all really enjoyed, with hidden meaning behind the environment that told a story.
My main role on the project was set dressing and light technical coding, as I had the most experience in Unity from our group.
My main role on the project was set dressing and light technical coding, as I had the most experience in Unity from our group.


Second year VR project - UNITY Group Project
During my second year of university, we had the opportunity to create an immersive VR projct for the Oculus Rift. Our prototype was developed within Unity Engine, of which I used for most of my game prototype in my first two years of university.
I was responsible for the final section of the game, where the player discovers a missing girl, chained to a table. Using promixity checks, torches light upon the player's presence to illuminate the area.
A key can be equipped and used to unlock the locks that are intact, and a final lock must be broken using a hammer, tracking its velocity to ensure a powerful enough swing is used.
Finally, the player grabs the girl to bring her to safety, causing a monster to pursue them, forcing the player ot retreat back to the starting police car.
(The video provided was commentated by Rhys Brooke, who worked on the porject alongside by and Ben Browne)
I was responsible for the final section of the game, where the player discovers a missing girl, chained to a table. Using promixity checks, torches light upon the player's presence to illuminate the area.
A key can be equipped and used to unlock the locks that are intact, and a final lock must be broken using a hammer, tracking its velocity to ensure a powerful enough swing is used.
Finally, the player grabs the girl to bring her to safety, causing a monster to pursue them, forcing the player ot retreat back to the starting police car.
(The video provided was commentated by Rhys Brooke, who worked on the porject alongside by and Ben Browne)


Oliver Makes Games LTD (Graphic Design)
Working with this company, I did the brand identity, creating a wordmark logo with the OMG acronym, working with another artist to create the graphic in the first image. Also created business cards for the company, the second image showing the back.


Carbon Fighters (Design Pitch)
Carbon Fighters is a Robot Fighting Game it conceptualised and pitched for University. The game would compete with the likes of UFC and Undisputed as the futuristic counterpart.
Graphic design by myself, Use of AI imagery throughout.
Graphic design by myself, Use of AI imagery throughout.


Anything Clicker - STILL IN DEVELOPMENT
Working with a sneior level developer in collaberation with Anything World, I have served as a contracted designer, mainly responsible for UI design.
The game is scheduled to release on IOS and Android by late July 2024.
The game is scheduled to release on IOS and Android by late July 2024.


Hallam Hunters (Graphic Design)
Volunteer Graphic Designer for the Hallam Hunters - Sheffield Hallam's main Overwatch 2 Esports team.
Creating social media game reports and info posts for stories.
Creating social media game reports and info posts for stories.


Negative Karma (Graphic Design)
For over a year, I have worked with a small indie games studio ran by two senior industry members, known as Negative Karma, fulfilling various graphic design tasks on commision.
These tasks include the creation of their studio logo, splash screen for products, social media graphic design and even clothing design and embroidery.
I used a wide range of different softwares for these tasks, but I mainly stick to Adobe softwares such as Illustrator, After Effects and PhotoShop to Fulfill tasks.
I am currently involved in a 6 month retainer agreement with them, recieving regular graphic design tasks for their brand.
These tasks include the creation of their studio logo, splash screen for products, social media graphic design and even clothing design and embroidery.
I used a wide range of different softwares for these tasks, but I mainly stick to Adobe softwares such as Illustrator, After Effects and PhotoShop to Fulfill tasks.
I am currently involved in a 6 month retainer agreement with them, recieving regular graphic design tasks for their brand.


Questline Clothing
During my Sandwich Placement for my Degree, I attended Hallam Enterprise throughout the '22 - '23 academic year to earn my Enterprise diploma. During this time, I founded Questline Clothing, a video game themed clothing line ran solely by me.
I began setting up the busines in January of 2023, working on the graphic design, marketing, clothing production and legal admin before launching the business in Match that same year.
The launch came with some success and I began setting up social media marketing, even adding a senior level designer influencer as an affiliate. My biggest Acheivement was becoming a winner of the Santander Breakthrough Award hosted by the placement in partnership with Santander, from my entrepreneurship.
Unfortunately due to my main focus on becoming a Games Designer, the company was closed due to my full commitment to the Degree.
I began setting up the busines in January of 2023, working on the graphic design, marketing, clothing production and legal admin before launching the business in Match that same year.
The launch came with some success and I began setting up social media marketing, even adding a senior level designer influencer as an affiliate. My biggest Acheivement was becoming a winner of the Santander Breakthrough Award hosted by the placement in partnership with Santander, from my entrepreneurship.
Unfortunately due to my main focus on becoming a Games Designer, the company was closed due to my full commitment to the Degree.
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