Antimatter Games
Junior Game Designer
2021 - 2023
It’s 1980, the Cold War balances precariously on the brink of full-scale conflict. Infiltrate a volatile and manipulative world of high-stakes espionage – your way. Plan and execute your missions against an enemy plotting all-out nuclear war in this tense and tactical first-person shooter.

Design Owner – 3C & Inventory, UI/UX, and Level Elements
I owned the design for core systems including 3C (Character, Camera, Controls), Inventory, UI/UX and Re-usable Level Elements. Acting as the point of contact for the team, I solved relevant design problems, maintained all documentation and supported implementation. This central ownership improved communication, sped up iterations and helped align the team more closely with the game vision.
Iterating on Core Stealth Systems to enhance strategic depth and clarity
By iterating on the player toolkit, I introduced meaningful trade-offs and interactions that encouraged creative problem-solving. By adjusting how tools interacted with level elements, I made non-lethal approaches more engaging. A key highlight was refining the game’s light system and its feedback to players, which reduced frustration and made enemy perception clearer and more intuitive.
Enhancing Stealth Encounters and Onboarding
Collaborating closely with Level Design, I refined reusable level elements and helped integrate them into encounters to support multiple approaches. We iterated on early levels to improve onboarding for new players by fostering learning through play. The result was smoother encounters, clearer player understanding and higher satisfaction within the level design team, who felt more supported and aligned with design intent.
Coordinating Multi-Discipline Sprint Taskforces
Beyond design, I coordinated cross-functional sprint taskforces, supporting efficient planning and execution. By acting as a central point of contact for our sprint goals, I helped the team work more autonomously and reduce lost time due to meetings or waiting for approvals. This role earned recognition from production, who praised my ability to facilitate progress and resolve blockers quickly—all while continuing to deliver my own design work.
Feature prototyping
For many feature iterations I developed playable prototypes to identify possible problems early, explore use cases and communicate design intent to other departments. My ability to rapidly prototype sped up iteration time and design quality, allowing me to iterate on designs before other departments spent any time on them.
Antimatter Games was where I first entered the games industry professionally. I joined as a paid summer intern, with a clear message there was no permanent position. After three months of reliable performance, both I and another intern were hired as permanent Junior Game Designers.
During my time there, I learned what it takes to communicate and align effectively within a larger team. I refined my documentation skills, collaborated closely with more experienced designers and learned from many in-depth reviews from my lead. Soon, I became design owner for 3Cs, UI/UX and level elements.
When the studio adopted a “task force” sprint structure, I also took on the role of sprint coordinator. I successfully organised, aligned and supported task forces while acting as the point of contact for anything related to our sprint goals and completing my own design tasks.