Game design sits at the centre of how I think about storytelling. My first world built inside a game engine was HIRETH, a quiet walking-sim that invites the player through a nostalgic archive on Perranporth Beach in the off-season.HIRETH eventually found its final form as a short film, exhibited in a gallery setting, but the process unlocked something deeper: a commitment to this medium, and a desire to build a fully realised game world of my own.

BEYOND THE BRAMBLES

(I NEARLY FOUND YOU)

currently in development.

A narrative-led exploration and puzzle game following a filmmaker who returns to their overgrown Cornish hometown to care for their aging parents. As they take up the quiet, relentless work of trail maintenance, clearing brambles and reopening forgotten paths, the physical labour becomes a form of emotional excavation. Through these slow acts of repair, buried histories surface, strained relationships re-emerge, and half-remembered connections return. As the paths are restored, a fractured community begins to heal, and a fading family is slowly stitched back together.