Portfolio

About me:

My name is Jess and I am a level 6 Games Design student at Bournemouth University, specialising in gameplay design, Unity and Unreal Engine development, and technical implementation.I enjoy taking ideas from initial concepts through to playable experiences, combining creative design and practical development skills. My work spans from gameplay programming, level design, 3D modelling, and collaborative game production.Currently seeking opportunities in game design and gameplay development.

SoftwareExperience
Unity4 - Proficient
C#3 - Competent
Unreal Engine3 - Competent
Maya3 - Competent
GitHub3 - Competent
Illustrator3 - Competent
Photoshop2 - Basic

Project Showcase

Game design - Unity - Branding

Game design - Unity - Programming

3D modelling - Maya - Topology

UI design - Unity - Concept design

Academic Projects

All Hands on Wreck

Design Challenge: Form a Game Development Studio, create a development plan to finish a vertical slice demonstration, design brand identities, and plan marketing strategies to support the release of your game.
Team Size: 7
My Role: Project Manager & Commercial Lead
Timeframe: 3 months

  • Gameplay design and technical documentation.

  • Level design and environment planing.

  • Agile project management and team coordination.

  • Boat movement controls and physics implementation

  • C# gameplay programming

  • Studio identity and game branding

Project Outcome

Over the three-month development period, our team established a game development studio, developed the core gameplay experience and produced a vertical slice demonstration. The project brought together gameplay programming, level design, branding and production management into a playable experience.

Development Logs

>_ Implementing the boat physics system

An early development milestone demonstrating the first successful implementation of water physics and buoyancy on the player-controlled boat.
This marked the beginning of testing and refining the boat's movement behavior.

Dev Log

>_ Developing enemy AI and targeting behaviour

I coded our enemies to follow and attack the player position when entering a designated area. Player was positioned within that area for testing and adjustments to cannon fire power and trajectory was carried out.

Dev Log

>_ Final vertical slice and gameplay demonstration

This video was used for our VSD (vertical slice demo). It shows the final complete game and the player (me) doing a complete lap around the track.

VSD Video

Full Gallery

Character Modelling: Amity Blight

Overview: This 3D character modelling project focused on recreating Amity Blight from The Owl House.
I began by producing a character reference sheet before developing the 3D model using box modelling techniques.
Software Used: Adobe Photoshop, Autodesk Maya 2025
Future Development: Planned improvements include texturing, rigging, and animating.

  • Character reference sheet creation.

  • 3D character modelling

  • Maintaining consistent topology

  • Suitable edge flow practices

  • Model alignment and proportions

Game Development: 3D Shooter

Design Challenge: Working off of the brief "shooting targets on platforms of various heights", I designed a pirate themed cannon shooter game using Unity Engine 5. The player travels a set course shooting at barrels located on islands.
Team Size: 1
My Role: Developer
Timeframe: 3 months
Future Development: Future scope for this game would be to include random barrel spawning and allowing the player to control the ships movement.

  • Full concept design to engine implementation

  • Used 3D level block out techniques

  • Implementing game mechanics and programming in C#

  • Created a functional game design document to track development

Project Outcome

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Development Logs

>_ First concept sketch

I came up with the idea to place the player on a moving object that would circle 3 islands with targets to shoot at.

>_ Blocking out the level

Moving on with my initial concept idea, I blocked out a simple cannon platform and some target capsules. Blue targets would give the player points and green targets would award the player more shots.

>_ Full development demonstration video

This video demonstrates and explains all implemented game mechanics and systems used during production.

Game Development Pipeline Log

User Interface Development: Stranded

Design Challenge: Design a user interface for a first-person game. Elements must include a health bar, pause menu, and a timer.
Team Size: 1
My Role: Designer
Timeframe: 3 months

  • Ideas phase: low-fidelity designs

  • Refinement phase: high-fidelity designs

  • Final phase: creating a game level to showcase usability

  • Research and study user interface theory to support design decisions

Project Outcome

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Development Logs

>_ Low-fidelity creation stage

I began with drawing ideas for different interfaces in a notebook. Several different layouts were considered before finalising an initial concept and submitting for further development.

>_ Using AI to assist with design

The use of AI was encouraged during this stage to help support the vision I had for the UI. I generated a tablet image to use for the background of my in-game menu system, and I used AI to alter the image of a free asset modular ship.

>_ High-fidelity creation stage

I used Canva to create detailed mock-ups of my chosen UI designs. Several scenario images were created to show how hovering over buttons would change their state, and how different actions react visually.

>_ Implementing the assets in Unity

This video demonstrates and explains all research, theory connections, and design decisions as well as a full demonstration of the UI built in Unity version 2023.

UI Walkthrough Log

Full Gallery

Individual Projects

Game Jam: Light the Beacon

Theme: "Only One"
Team Size: 1
My Role: Developer
Timeframe: 2 days
Idea: Light The Beacon is a 2D side-scroller platformer with randomly generated obstacles and only one input method (spacebar) made in Unity Engine 6.
Created for a 100hr game jam, my partner and I took on the challenge with only 2 days to work with.

  • Added a parallax background

  • Implemented player movement controls and cameras

  • Programmed menus and UI elements in C#

  • Created random enemy and terrain generation in C#

  • Added damage and regeneration to player health

  • Created 2D animation sequences for the player and enemies

Project Outcome

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Full Gallery

Game Development: Project Viking

Overview: The game will follow a lost soul navigating a world between the living and Valhalla, attempting to find out how he came to be there, and what purpose he must serve.
Software: Unity
Development Plans:

  • Using Unity input control system (new), created basic player movement

  • Added controller support

Development Logs

>_ Designed and created player character

I designed and refined the main playable character using a sketch and AI to help get the details wanted. I then imported the image to Adobe Photoshop and started making the first character and weapon sprites.

Full Gallery

Game Development: Cosy Duck Cafe

Overview: You will play as a human running a café in this cosy simulation management game. The only catch is every one of your customers are ducks and there's a weird void in your basement...
Team Size: 4
My Role: Project Manager, Director, Technical Coodinator
Development Plans: We plan to continue developing this game after graduation.

  • Using Untiy input control system (both) and C# scripting

  • Created game design documentation

  • Assisted in story and narrative direction

Development Logs

>_ Creating a level block out

I created a basic block out of the level, using some models used in a previous project to map out some locations and work with scaling.

>_ Inventory Management

A basic inventory system was created allowing items to be added, stacked and moved by dragging and dropping.

Dev Log #1

>_ Picking up and dropping items

The inventory system was edited with the ability to pick up targeted items and then dragging and dropping those items back into the level. A colour change on hover was added to reflect interaction.

Dev Log #1

>_ Adding Navmesh

I added a player navmesh. I then configured mouse inputs to allow character movement to where the player clicks.

Dev Log #1

>_ debugging navmesh and inventory

Character movement was now fully responsive and collisions stabilised. Ray casting still had some issues when placing objects but have since been rectified. Items can now be fully picked up, added to the inventory, stacked, and dropped back into the world.

Dev Log #1

Full Gallery