
Game Developer
For nearly a decade, I have programmed, designed, and released many different games for many types of players across multiple genres. I have ran my own studio- Prey Interactive, giving me key experience in design and programming as well as working as a programmer at Double Eleven, and a tester at Coatsink & Tombola.
When I am not making games, I am learning, playing games for research and enjoyment, teaching at development workshops, or supporting events such as Game Bridge and Women In Games. I have learned from connections to industry veterans such as Ken Levine (Bioshock), Bruce Shelley (Sims) and American McGee (Alice series).
Over the last several years I have learned C# using the Unity Engine, and have released 8 games over 4 platforms, and made many prototypes. Along the way I have learned a lot about improving my skills across planning, documentation, and code to name a few.
I enjoy taking a proactive approach to development, working with the various fields of a project. Doing so has given me a greater understanding of possible challenges, time-frames, and choices available for each discipline.


Katie Riverwood
I grew up on simulation and strategy games such as Supreme Commander and The Sims series, as well as shooters including Medal of Honour and Call of Duty. I enjoyed the boom of mobile gaming with Flappy Bird and Jetpack Joyride and later found a deep love for story-driven games such as Bioshock, Hellblade and Horizon Zero Dawn.
Whilst studying Creative Enterprise I built skills in design and programming - making pitches about project plans throughout the development life cycle. I also learned how to communicate concepts and progress to a wide range of disciplines.

CREDITS




- Created for Steam PC.
- Also includes a short mobile version.
- Received praise from Rock, Paper, Shotgun and other publications as well as full Youtube playthroughs.
A side-scrolling underwater RPG that spans across several huge pre-made areas. The game equips the player with a diver and submarine, with the various tools to explore the depths & survive the increasingly harsh environment.
Project Abyss
November 2016





Spiritlands
March 2018
- Designed for Steam PC.
- Utilised Early Access.
- Released through Steam Greenlight.
Taking place over a perlin noise generated isometric map consisting of over 3000 tiles; players can collect resources and grow their land from a grouping of tents, to a bustling city with thousands of workers.
Players create work, defend and send their people to explore.
