My Projects
My portfolio showcases a blend of academic and personal creative projects highlighting my evolution as a designer and developer. Through university collaborations like "Frankie the Flying Fox" and "BubbleGun Blast," I've developed skills in team-based environments while adhering to client requirements and project specifications.
Beyond the structured academic setting, I've pursued independent projects allowing creative freedom and technical experimentation. These self-directed works represent my design philosophy and demonstrate my ability to conceptualize, plan, and execute creative visions from start to finish.
Each project, whether developed within an educational framework or born from personal passion, reflects my commitment to thoughtful design, engaging storytelling, and technical proficiency. The following showcases represent key milestones in my ongoing creative journey.
Master of Creative Arts
2023-2025
STUDY PURPOSE
My Master's exegesis grew from my lifelong fascination with Viking history and my passion for game design. After noticing how often games misrepresent Norse culture (hello, horned helmets!), I wanted to explore how 3D game art could better represent Viking life and mythology while still being entertaining. The project took shape when I started creating digital dioramas that showcase overlooked aspects of Viking culture - like the bakery scene that shows the social importance of food preparation instead of just focusing on raids and battles. It's been a journey balancing historical accuracy with creative expression, and finding ways to challenge stereotypes while creating visually compelling game environments. This work matters because games have such enormous influence on popular culture and how people understand historical societies.
Bachelor of Design (Game Design)
2020-2022
Game design was my calling because of how much games meant to me growing up. As a kid, video games were my escape hatch - places where I could be anyone and do anything when real life got tough. I went into my bachelor's program wanting to create those same kinds of experiences for today's kids. I wanted to build digital playgrounds where they could find the same joy, adventure and freedom I discovered. There's something special about creating spaces where young people can just be themselves, have fun, and maybe even work through some stuff while they're at it. That's what drove me to study game design - making those little digital worlds that might just help some kid get through a rough day.
Bachelor of Design (Game Design)
Design Capstone:
The Design Capstone was the final chapter of my bachelor's degree, challenging me to demonstrate the culmination of three years of learning. This end-of-program experience required developing a project that showcased my understanding of design principles, technical skills, and project management abilities. Through this capstone, I integrated the knowledge gained throughout my education into creative work that represented my three years of this degree.
Bachelor of Design (Game Design)
Student Projects:

BubbleGun Blast
BubbleGun Blast
The game concept, titled "BubbleGun Blast," featured a sweet-themed world where players used bubble gum weapons to battle against sour candy enemies. This whimsical action game transported players into a colourful candyland where every environment element contributed to the gameplay experience. As a concept artist, 3D modeller, and environment modeller on this student-led project, I contributed to creating the colourful and playful design aesthetic that defined the game's visual identity. I also created all of the UI for the project, designing menus and gameplay elements that complemented the candy-themed aesthetic. My responsibilities included designing and modelling a collection of confectionery-inspired weapons ranging from peppermint rocket launchers to gumball pistols, each with their own gameplay mechanics and visual flair. Throughout the development process, I worked closely with the programming and game design teams to ensure that the visual elements not only looked appealing but also created an engaging experience while maintaining approachable gameplay mechanics that players of various skill levels could enjoy.
Frankie the Flying Fox
Frankie the Flying Fox
The game concept, titled "Frankie the Flying Fox," was designed to raise public awareness about flying foxes in the local ecosystem. This educational game aimed to dispel myths and highlight the ecological importance of flying foxes while creating an engaging experience for players. As the project manager, 3D modeller, and part of the programming on this initiative, I led a collaborative effort between university students and the Sunshine Coast Council to develop a game that would serve as an educational tool for the community.
This project represented the beginning of an innovative partnership between the Sunshine Coast Council and the university, establishing a framework for ongoing student involvement in community education initiatives. The collaboration was structured to be sustainable, with each new cohort of students building upon and expanding the work of previous years. Our team's foundational work on "Frankie the Flying Fox" set the standard for these future collaborations.
While the game itself was never commercially released, it served as an important proof of concept that demonstrated how interactive media could effectively communicate environmental messages. This project allowed me to lead conversations with council representatives who visited the university to discuss how interactive media could effectively educate residents about flying foxes and their ecological importance. Our work also provided documentation and technical frameworks that subsequent student teams could utilise and expand upon in their council-supported projects.

Void Angst
Void Angst
The game concept, titled "Void Angst," was developed as a serious game designed to educate players about the complexities of memory processes and anxiety disorders. This psychologically informed experience used visual metaphors and gameplay mechanics to simulate how anxiety affects memory formation and retrieval. As a 3D artist and narrative designer on this project, I crafted atmospheric spaces that represented different states of mind, from clarity to overwhelming anxiety.
Void Angst utilised a memory mechanic where the player's environment would transform based on their anxiety level, with details becoming distorted or entirely disappearing during moments of high stress. The game incorporated subtle educational elements throughout, teaching players about coping mechanisms and providing insight into how anxiety impacts cognitive functions.
This project represented an intersection between game design and mental health education, demonstrating how interactive media can be used as a tool for building empathy and understanding around psychological conditions. The abstract visual style developed allowed us to represent internal mental states in a way that was both artistically compelling and psychologically authentic.