I've sought to include relevant solo projects on this page, as well as those on which I collaborated. Each is labelled, thus:
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A space-based strategy game designed for web browsers. The project is currently in early development; I'm attached as its designer and community manager.

I publish a new blog every two days on the subject of maps and wayfinding tools, as used in situe amongst our many gaming worlds. Readers often submit diegetic maps of their own.

I've attempted to found an online community resource for what I call 'raypunk' - works of retrospective science fiction done in the raygun gothic style.

A two-player, co-operative action game which was built up to an Xbox Live Arcade demo during university studies. I took the lead on level and game design.

Gameplay guides and essays for Blizzard Entertainment's World of Warcraft. Future Tense was also the name of our explorers' guild, for which I was guild master.

A unique, hands-on arcade concept designed for the Huddersfield Open Studio Tour in 2006. I contributed to the game design and produced our booth graphics.

A raypunk-themed action MMO concept, drawn up purely for practise. Thus far I've focused on drawing maps and attempting narrative arcs for this rich collection of worlds.

My dissertation on game tutorials, and why lessons from them should be applied to non-ludic worlds like Second Life. This field continues to be an area of interest for me.

A long-running, raypunk and future-themed community in Linden Lab's Second Life. I co-founded this server realm, and designed and build much of its infrastructure.

Media reviews, essays and thoughts on the cyberpunk genre. I occassionally contributed articles, often about the influence of Ghost in the Shell. I also designed the blog theme.