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Experienced Game Designer

September 2023 - September 2025

During my time at Hutch, I played a key role in the design and live development of Matchcreek Motors (formerly Forza Customs) across its global launch and post-launch live service phase.

My work focused on designing and implementing gameplay mechanics, level content, and limited-time events that supported both player progression and long-term engagement. This included building match content, refining difficulty and pacing, and helping introduce new features that expanded the game’s core loop.

Beyond hands-on design work, I became heavily involved in cross-team coordination. I regularly worked with product managers, engineers, artists, QA, and UX designers to scope and deliver features from early concept through to release. I also acted as a bridge between internal teams and outsourced designers, leading weekly feedback sessions, maintaining quality standards, and ensuring external content aligned with the game’s design vision.

I contributed to production planning by helping maintain content roadmaps and supporting LiveOps scheduling, working within tight release cadences where large volumes of assets that needed to be delivered and integrated smoothly.

Working closely with UX and Product, I created clear design documentation and implementation briefs for new mechanics, features, and events, including systems such as the Buying Car feature and the Selling Car mini-game. I also analysed player behaviour using both qualitative feedback and quantitative KPIs, using AB testing and performance data to iterate on level design, economy balance, and event structure to improve retention and player engagement.

Notable Projects

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Matchcreek Motors

Game/Feature Design

Level Design

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