Works
Formula One in 2021
A Retrospective
This non-fiction retrospective - covering the 2021 season of Formula One - was the piece of work I was tasked with creating for this very portfolio during my third and final year of university.
I've always been a big Formula One fan, and to prepare for this project I rewatched the entire 2021 season before diving into research about all of the relevant sporting regulations and rules.
Due to the sheer amount of content from my chosen subject matter, it was a tricky and lengthy piece to write. But throughout the process I gained valuable experience in a field of writing that was - at the time - fairly new to me. I hadn't experimented much with writing non-fiction articles, and this project allowed me to do just that, turning out to be a very rewarding process.
Toybox Troubles
Toybox Troubles is a narrative driven, single-player, noir murder mystery game where it's up to the player to undertake an investigation in a world of toys. Talk to characters, learn their stories, and hunt for evidence before you dare to put your thoughts together and attempt an accusation...
This was my second year game, and by far the biggest writing workload I have undertaken for a university game project. It started with developing the core mystery, then led to me writing every single line of dialogue in the script, implementing it into Unity with the help of our designers and then adding voice audio to every piece of text that needed it. It was fulfilling to work on a project that had such an important connection to my discipline.
Detective Bearbones
Short Story
Detective Bearbones and the Mad Marionette is a short story I produced for one of my third year university modules. Set in the same world as Toybox Troubles, I originally wrote this piece as nothing more than a proof of concept for a module I was working on. In the end, however, it turned out to become an encompassing and quick showcase of my skillset for fictional prose.
Evercasting
Evercasting is a single player isometric fantasy rogue-lite where the player is trying to escape a time loop of their own creation, repeatedly respawning at the start until they succeed. The elemental powers of the protagonist are the core of the gameplay experience, with different types of projectiles interacting with each other in a variety of ways.
This was my third year team project, providing a challenging yet rewarding development experience overall. There wasn't much traditional writing work for this project, no complex game script like I had to develop for my second year project Toybox Troubles. Instead, my workload was more "T-Shaped" and interdisciplinary. For example, one of my primary focuses throughout the development process was working on sound effects and game audio, implementing them into the game with the help of our programmers.
Along with audio work, I also produced a novelisation for the game that was showcased alongside Evercasting at the 2025 Falmouth University Games Expo. This story can be found along with the game on our itch.io page.
The Histories
Game Script
The Histories is a game script I produced for one of my second year university modules. It showcases an original game concept I created from the ground up, with a story set in Ancient Greece at the time of the Greco-Persian Wars c.490b.c.
Focusing less on my dialogue writing and more on gameplay, this project allowed me to develop skills surrounding narrative production for games. It taught me how to set out scripts for non-linear and branching stories, as well as highlighting the intricacies of narrative pipelines in the games industry.
Corn-Fish Pasty
After a nuclear incident turned the local sea population into delectable pasties, you open up a restaurant to serve this newfound cuisine. Trying to keep up with demand, you have to balance fishing and serving customers to keep the business afloat. If too many customers walk out unsatisfied, the business will go bankrupt! Serve as many customers as you can to keep the business open for as long as possible.
This game was made in 3 weeks as one of our first year university projects. We were given 2 constraints to base the game around: "Cornwall" and "Food & Drink". While helping out everywhere I could, and recording some amusing voice audio, most of my work on this project came in the form of the newspaper article on the menu screen of the game.
While I may not have had a great deal of writing-focused work throughout this project, it still showcases an ability to create with constraints, as well as producing a conceptually sound game within a short time period.





