WordFlow
Software: Figma, Photoshop, Unity


WordFlow is a relaxing word search puzzle game where players solve engaging levels and journey through a variety of beautiful new locations.
Main Game UI

Each level featured a collection of fun, themed words to discover across the game board. Unlocking new, beautiful locations gave players a rewarding sense of achievement and progress.
A daily challenge mode introduced players to uplifting quotes from a new author each day, while encouraging them to maintain a daily streak for ongoing inspiration. Wireframes
Following some initial rounds of UA testing and prospective surveys, I identified opportunities to create a more marketable theme and strengthen the overall player experience. I then took ownership of the wireframing and UX design, shaping a clear gameplay loop and user flow that encouraged players to progress level by level without feeling overwhelmed. I recommended removing unnecessary friction by taking players directly into their current level, while redesigning the endgame and home experience around a minimal, lightweight interface that made the next action immediately clear.
To strengthen engagement and long-term retention, I designed several progression mechanics that layered motivation throughout the experience. A rolling, never-ending quest system gave players ongoing goals and encouragement during core gameplay, while “Daily Knowledge” created an additional reason to continue playing. I also designed the Daily Challenge streak and Quote & Postcard collections to introduce longer-term progression, giving players tangible goals and a stronger sense of achievement beyond individual levels.
Background Images

Initial user testing and prospective player surveys showed that players responded most positively to a visual style that felt realistic, yet beautiful and charming, with a subtle painterly quality.
As the game required a large variety of travel destinations, I needed a way to generate new locations at scale without sacrificing visual consistency or limiting the player’s sense of progression through a lack of content. To address this, I trained an existing AI model using a LoRA (Low-Rank Adaptation), allowing me to generate a consistent visual style across a wide range of environments and locations.
Travel destinations were then organised into thematic groups, such as “Natural Wonders of North America,” with location selection informed by user research. Particular emphasis was placed on destinations that players identified as aspirational places they would genuinely like to visit, helping to make the player’s journey feel rewarding and motivating.
Solitaire Quest
Software: Photoshop, Figma, Z-Brush, Blender, Unity
Solitaire Quest was a prototype mobile game, where the player guided Misty the Cat home by playing games of Solitaire. As lead artist, I was responsible for icon & UI design, character design, 3D artwork & animation
UI







Character Design Workflow


App Icon Options
App Store Ad
Colorville
Software: Photoshop, Illustrator, Spine, Unity
Colorville is a bright, colourful prototype mobile game, where the player completed color-by-number images to bring them back to life. I was responsible for isometric artwork, animation, character design & art implementation in Unity, as well as the colour-by-numbers & finished image pipeline



Characters


Isometric Buildings & Props





Merge Icons
Game Intro Storyboard

Green Gardens
Software: Photoshop
Task icons and Narrative image for Green Gardens Mobile Game 
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Crocodile Cat
Software: Photoshop, Animation in Unity
Crocodile Cat is a one touch action/stratagy/timing mobile game where you have to escape the jaws of a crocodile and rescue kittens with the use of your trusty jetpack and some explosive pickups. Crocodile Cat is being made with Michael Bowerman in Unity.




