People love to be challenged.  They motivate us to test ourselves and define our limits.  They make us step out of our comfort zone and makes boring stuff fun.  
Applying gamification to learning increases the motivation and engagement of participants, and most importantly improves knowledge retention.
Gamification captures the interest of employees and maintains their attention. This leads to increased participation and involvement in tasks, ultimately improving overall performance.
Gamification enhances motivation by fostering friendly competition, and providing a sense of accomplishment which can ultimately inspire individuals to reach their goals.
Gamification acknowledges and rewards accomplishments through various means, such as points, badges, and certificates. These tangible make employees feel more appreciated and valued, which in turn fosters loyalty and commitment.
By setting milestones and goals employees are provided with a framework to measure their progress. This boosts self-esteem and satisfaction in the workplace, as individuals can track their growth and celebrate their achievements
People love to be challenged.  They motivate us to test ourselves and define our limits.  They make us step out of our comfort zone and makes boring stuff fun.  
Applying gamification to learningincreases the motivation and engagement of participants, and most importantly improves knowledge retention
Gamification captures the interest of employees and maintains their attention. This leads to increased participation and involvement in tasks, ultimately improving overall performance.
Gamification enhances motivation by fostering friendly competition, and providing a sense of accomplishment which can ultimately inspire individuals to reach their goals.
Gamification captures the interest of employees and maintains their attention. This leads to increased participation and involvement in tasks, ultimately improving overall performance.
Gamification captures the interest of employees and maintains their attention. This leads to increased participation and involvement in tasks, ultimately improving overall performance.
Senior Gameplay Designer
Ghost Games (An EA Company) - May 2012 - May 2014
Designer as part of a team on Need for Speed Rivals.  I designed the vehicle weapons, documenting ideas using Confluence before implementing them in EA’s Frostbite editor.  
Lead Designer
Simbin Development Team AB - 2008 - 2012
Working closely with the Creative Director to write the Game Design for Raceroom Racing Experience, updating it whenever changes were made and solving every day problems with the development team.
Senior Game Designer
In-Fusio - 2004 - 2007
Working with internal and external teams around the world to design Java J2ME mobile games based upon original and licensed IP’s.  
Game Designer / Producer
Atomic Planet Entertainment - 2000 - 2004
Designer and Producer of game conversions between PC and Xbox and Playstation 2 consoles, managing the team on a day-to-day basis and making design changes when required.  
Game Designer
Iguana / Acclaim Studios Teesside - 1998 - 2000
Gameplay implementer on the PC Version of ShadowMan,
before supervising the cutdown of levels for the console versions. The game has since gone on to become a classic and was recently remastered by Nightdive Studios.
Game Designer
Psygnosis - 1997 - 1998
Designed and implemented gameplay on the Playstation 1 console using in-house developed scripting tools.
Senior Gameplay Designer
Ghost Games (An EA Company) - May 2012 - May 2014
Designer as part of a team on Need for Speed Rivals.  I designed the vehicle weapons, documenting ideas using Confluence before implementing them in EA’s Frostbite editor.  
Lead Designer
Simbin Development Team AB - 2008 - 2012
Working closely with the Creative Director to write the Game Design for Raceroom Racing Experience, updating it whenever changes were made and solving every day problems with the development team.
Senior Game Designer
In-Fusio - 2004 - 2007
Working with internal and external teams around the world to design Java J2ME mobile games based upon original and licensed IP’s.  
Game Designer / Producer
Atomic Planet Entertainment - 2000 - 2004
Designer and Producer of game conversions between PC and Xbox and Playstation 2 consoles, managing the team on a day-to-day basis and making design changes when required.  
Game Designer
Iguana / Acclaim Studios Teesside - 1998 - 2000
Gameplay implementer on the PC Version of ShadowMan,
before supervising the cutdown of levels for the console versions. The game has since gone on to become a classic and was recently remastered by Nightdive Studios.
Game Designer
Psygnosis - 1997 - 1998
Designed and implemented gameplay on the Playstation 1 console using in-house developed scripting tools.
Senior Gameplay Designer
Ghost Games - May 2012 - May 2014
Designer as part of a team on Need for Speed Rivals.  I designed the vehicle weapons, documenting ideas using Confluence before implementing them in EA’s Frostbite editor.  
Lead Designer
Simbin Dev. Team 2008 - 2012
Working closely with the Creative Director to write the Game Design for Raceroom Racing Experience, updating it whenever changes were made and solving every day problems with the development team.
Senior Game Designer
In-Fusio - 2004 - 2007
Working with internal and external teams around the world to design Java J2ME mobile games based upon original and licensed IP’s.  
Game Designer / Producer
Atomic Planet Entertainment
2000 - 2004
Designer and Producer of game conversions between PC and Xbox and Playstation 2 consoles, managing the team on a day-to-day basis and making design changes when required.  
Game Designer
Acclaim Studios Teesside / Iguana
1998 - 2000
Gameplay implementer on the PC Version of ShadowMan,
before supervising the cutdown of levels for the console versions.

The game has since gone on to become a classic and was recently remastered by Nightdive Studios.
Game Designer
Psygnosis 1997 - 1998
Designed and implemented gameplay on the Playstation 1 console using in-house developed scripting tools.
I have 17 years experience designing videogames for PC, console and mobile, for companies including Electronic Arts and Acclaim.  
Ghost Games Need for Speed Rivals
Working as part of a team of Game Designers I was responsible for designing the weapons, and later helped create the game’s Overwatch feature allowing players to help or hinder others using a second-screen. 

Gameplay features were documented in Atlassian Confluence before being handing over to the developers and artists.  Features were then implemented into EA’s Frostbite editor which we used to tweak and balance the gameplay.
Screenshots from Need for Speed Rivals
Simbin StudiosRace Room Experience
Working with the Creative Director was responsible for writing the game design, documenting his ideas and filling out the details so they could be implemented by the development team.

I designed the game's menus and flow for starting and finishing races, and oversaw the design as it was implemented ensuring it met the Creative Director’s vision.

I also created many High Concept and Sales Documents used for securing new projects.
Screenshots from Raceroom racing
AcclaimShadowman
I was responsible for implementing gameplay by adding enemies, health, weapons and ammunition to the levels.  Once added I spent time testing and tweaking the gameplay so it was challenging and fun. 

Once the PC version was complete I supervised the cutdown of levels so they would fit on the Playstation 1 and Nintendo 64 consoles of the day, reducing geometry and rebalancing the gameplay.

This game has since become a classic with a vibrant Facebook community, and a remaster has recently been released by Nightdive Studios.
Screenshots from Shadowman game
While Java mobile games may be long gone, developing them gave me valuable skills and experience I continue to use on a daily basis.

Converting licensed games from PC to mobile taught me how to capture the essense of an IP, distilling it down so the most important elements were not lost.

Working with small screen sizes also taught me how create effective navigation, and write concise text that could be read without scrolling.
Selection of screen shots of Java mobile games
Ghost Games Need for Speed Rivals
Working as part of a team of Game Designers I was responsible for designing the weapons and balancing the gameplay.

Features were documented in Atlassian Confluence then implemented using EA’s Frostbite editor which we used to tweak and balance the gameplay.
Screenshots from Need for Speed Rivals
Raceroom Racing Experience
Working with the Creative Director was responsible for writing the game design, filling out the details so they could be implemented by the development team.

I designed the menu flow for starting and finishing races, and oversaw it as was implemented ensuring it met the Creative Director’s vision.
Screenshots from Raceroom racing
Shadowman
I was responsible for implementing and tweaking the gameplay so it was challenging and fun.  Then I supervised the cutdown of levels to PS1 and N64 consoles reducing geometry and rebalancing the gameplay.

This game has since become a classic with a remaster recently released by Nightdive Studios.
Screenshots from Shadowman game
Developing games for Java mobile gave me valuable skills I still use to this day.

Converting licensed games taught me how to capture the essence of an IP, ensuring the most important elements were not lost.

Working with small screen sizes also taught me how create effective navigation, and write concise text that could be read without scrolling.
Selection of screen shots of Java mobile games