Game Designer – Supermassive Games


A BAFTA-award winning AAA game studio based in Guildford, Supermassive specialises in branching narrative, cinematic horror titles.

Over two and a half years, I contributed towards two projects utilising Unreal Engine 5, developing skills in Narrative, Cinematic, Gameplay and Level Design.

The Casting of Frank Stone

Genre: Narrative Horror
Released: September 2024
Role: Junior Designer
Length: 2 years
Toolsets: Unreal Engine 5, Microsoft Office (Excel, Word, Teams, Paint)
Skills: Branching Narrative, Game Writing, Gameplay Setup, Game Mechanics Iteration, Cinematics, Level Design

Main Responsibilities:
– Wrote all in-game narrative texts, collectable descriptions, and UI menu summaries (samples below).
– Managed narrative content in preparation for localisation.
– Devised branching narrative paths, emotional arcs, horror moments and character choices. 
– Setup, framed and edited cinematics, refining animation data and polishing assets.
– Created two exploration puzzles in 2D maps before building them into playable 3D white-box spaces.
– Defined mechanics and implemented gameplay utilising visual scripting tools.
– Collaborated with Creative Directors, Producers, Animators, Environment, Art, VFX, Audio, Lighting and QA.

TCOFS Writing Samples
Read More About This Project

Dark Pictures Anthology:
Directive 8020

Genre: Narrative Horror
Expected Released: Early 2026
Role: Junior Designer
Length: 6 months
Toolsets: Unreal Engine 5
Skills: Gameplay Iteration, Cinematic Polish, Level Refinement

Main Responsibilities:
– Prepared and refined a cinematic level to expected release quality.
– Coordinated with Animators, VFX, Lighting and Sound artists to integrate final assets.
– Integrated a game-wide character messenger system.
– Iterated on a stealth-focused level, drawing out tension and creating horror moments around an enemy AI encounter.