Game Designer


August 2021 - September 2023

Suicide Squad Kill the Justice League

PC + Console

I worked on Suicide Squad Kill the Justice League for around half a year as a “RPG Designer”. This was working as a part of a co-dev team for the main studio Rocksteady. This was my first credit as a Game Designer, as the game was quite late in development I mostly fixed and tweaked issues with the talent/gear system as well as general design feedback.

The game was made using UE4 (heavily modded) which allowed me to gain more experience in the Unreal engine. I used a small amount of blue prints as well as scripting to fix issues and tweak gameplay. The majority of my work during this time was fixing bugs in the talent and gear system. This would be fixing events so they fire correctly, changing the order of operations or just simply tweaking values.

Unannounced Game

PC + Console

I worked on this game for around 6 months, as it unannounced I cannot go into much detail about the game but I’ll do my best to describe what I did.

The game was being made in the Unreal Engine and my role would be best described as a Combat Encounter Designer. I was given blockouts of areas and was tasked with creating combat encounters within the level. This involved scripting the pace of the encounter, the type and number of enemies. I was also able to suggest changes to the areas of a level to help craft these encounters.

Even though it was under half a year of work I feel like I learned a lot in combat design and how combat encounters are created.

Unannounced DLC

PC + Console

I worked on this game for around 3 months, similar to the above as it unannounced I cannot go into much detail about the game but I’ll do my best to describe what I did.

Very similar to the unannounced game, I did combat encounters for this unannounced DLC. This role was much more Level Design focused than any I worked before so I felt like I was able to learn a lot in a short amount of time. I worked with industry veterans who really helped me understand how the flow of combat can really dictate how the game feels.