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Battlefield 2042

Studio Level Design Director

I started working on Battlefield 2042 as a Lead Level Designer, but was then promoted to Studio Level Design Director. I served as Level Design Director on this title while also overseeing all Level Designers in the studio.

EA DICE

2021

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Battlefield V

Senior Level Designer

I didn't work on Battlefield V in a traditional level design capacity and I was only involved in the project for the the last 6 months.

My primary focus was working on 3D Telemetry (tools, hooks & analysis).
Additionally I helped out on the SP component (feedback & guidelines mostly).

EA DICE

2018

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Star Wars Battlefront II

Senior Level Designer

After finishing the first expansion pack for Battlefield 1, I really wanted to try to work on our Star Wars team. I moved over to work as Senior Level Designer on Star Wars Battlefront II.

EA DICE

2017

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Battlefield 1

Lead Level Designer

I moved to Stockholm to work as Lead Level Designer on the Singleplayer Campaign ("War Stories").

EA DICE

2016

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Far Cry 4

Lead Level Designer

After Splinter Cell I took on the role as Lead Level Designer on Far Cry 4, where we did all the snow maps for the main campaign as well as additional snow maps (DLC/Preorder).

Ubisoft

2014

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Tom Clancy's Splinter Cell: Blacklist

Senior Level Designer

I moved to Shanghai to work on Splinter Cell: Blacklist.
We did all the coop content - including the campaign that I worked on. Missile Base was my primary level.

Towards the end I took the lead role on the campaign maps. 

Ubisoft

2013

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GoldenEye 007: Reloaded

Level Designer

This game was not really port, but fundamentally a brand new game on a new engine - but based on our work (including levels) from the 2010 GoldenEye game.

I worked on two multiplayer levels that were designed specifically for this version in addition to refining both my previous map Jungle as well as Carrier.

Eurocom (Activision)

2011

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GoldenEye 007

Level Designer

This game was a Wii exclusive reimagining of the 1997 GoldenEye game. It was very interesting both working on a first person shooter with the Wii controls but also working on trying to reimagine the 1997 levels.

I worked on Jungle.

Eurocom (Activision)

2010

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Dead Space: Extraction

Level Designer

This game was a collaboration with EA based on the Dead Space game that had released the year before. We worked closely with key people from Visceral Games, who spend months with us in the UK.

All of the development was done at Eurocom and I had the pleasure of working on two levels: Emergency Care & Secrets and Salvation. The latter was the last mission of the game.

Eurocom (EA)

2009

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007: Quantum of Solace

Level Designer

After finishing University I got my first job in the industry as a Level Designer at Eurocom in Derby, UK. I worked on the Playstation 2 version of Quantum of Solace, which was based on both Casino Royale & Quantum of Solace.

The version we did was a cover shooter and not really related to Treyarchs 1st person shooter version.

My two levels were Barge & Opera House.

Eurocom (Activision)

2008

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