Game Designer

I DESIGN
PROBLEMS
FIRST.

Completing a game is not designing a game. Every project below is defined by the constraint I faced, the decisions I made, and the evidence that those decisions worked. That is design.

0
Max team led
0
Games shipped
0
Years leading teams

"Completing a game is not designing one. Anyone can finish. Designers solve problems."

// Maxim Callaghan — Design Principle
🔍
Problem First
Every project starts with the real constraint — not the feature list.
Iterate Fast
Prototypes exist to be broken and rebuilt with better information.
📊
Evidence-Led
Playtests and reviews — not instinct — validate a design decision.
Most graduate portfolios show you what was made.
This one shows you how the problems were solved.
23
The largest team
Maxim has led.
Most students max at 5.

SIX GAMES.
SIX PROBLEMS SOLVED.
Click any project to read the full case study.

002 Solo · Narrative Design · Systems

The Captain's Pyre

Unreal Engine · 2024–2025 Case Study
// Gameplay & Screenshots
The Captain's Pyre — dark atmospheric dock
Dark misty forest
Dark corridor atmosphere
Fire embers dark
Foggy harbour at night
🔴 Problem
Solo project with no audio team and no custom assets. The genre demands tension — but tension requires atmosphere, and atmosphere usually requires production resources I didn't have.
🟠 Process
Shifted strategy: built tension through narrative progression systems and environmental storytelling rather than audio cues. Used Blueprint prototyping in Unreal to rapidly test how level layout affected player dread before committing to polish.
🟢 Result
Delivered a cohesive horror prototype where the atmosphere came entirely from design decisions — not production value. Proved constraint can force smarter design choices than an open budget.
✓ Atmosphere without audio team ✓ Blueprint rapid prototyping ✓ Environmental storytelling
// Contributions
Narrative system design Unreal Blueprint Environmental design Version control Solo full-stack delivery
003 Game Jam · 48 Hours · Puzzle & Survival

Sohvanii

Unity · 48hr Jam Case Study
// Gameplay & Screenshots
Sohvanii — mysterious ruins landscape
Technology circuit
Space stars mysterious
Geometric abstract puzzle
Abstract puzzle light
🔴 Problem
48 hours. Two people. A merciless scope problem: everything we wanted would take a week. The design challenge was not what to build — it was what to cut without losing the point of the game.
🟠 Process
Agreed on clear ownership split upfront — no overlap, no bottlenecks. Made a single binding decision early: the core loop feeling trumped everything else. Every cut was measured against whether it hurt that feeling.
🟢 Result
Shipped on time with a polished core loop. The constraint-driven scope decisions meant every remaining feature served the design. Nothing extraneous made it in.
✓ On-time delivery ✓ Polished core loop ✓ Constraint-driven scope
// Contributions
Game jam leadership Scope decisions Core loop design Rapid iteration
004 Team Lead · Environmental Content · 7-Person Team

Eco Island

Unreal Engine · 2023–2024 Case Study
// Gameplay & Screenshots
Eco Island — lush sunlit forest environment
Forest path sunlight
Tropical island beach
Tropical green nature
Jungle tropical environment
🔴 Problem
Seven people building the same world: visual inconsistency was inevitable without a system. Styles clashed, assets conflicted, and source control was a constant near-miss.
🟠 Process
Built and maintained a detailed Game Design Document used as a live reference throughout production. Structured source control with clear naming conventions. Created environmental content systems so builders worked from the same palette.
🟢 Result
No asset conflicts on delivery. The world read as coherent despite seven contributors. The GDD became the team's single source of truth rather than just an artefact.
✓ Zero asset conflicts ✓ Visual consistency across 7 builders ✓ GDD as live reference tool
// Contributions
GDD authoring Source control management Environmental content systems Team coordination
005 Duo Jam · Core Loop Design · Mechanics

Fishout Jim

Unity · Game Jam Case Study
// Gameplay & Screenshots
Fishout Jim — calm mountain lake
Fishing dock at sunset
Calm lake reflection
Fishing rod over water
Ocean horizon calm
🔴 Problem
The fishing mechanic worked. It was also completely unengaging. Mechanically sound but emotionally flat — players cast, waited, caught. No tension. No reward. No reason to care.
🟠 Process
Identified that the loop lacked anticipation — the moment between cast and catch had no investment. Redesigned the feedback system to introduce escalating tension signals before the catch, then iterated until the reward felt earned.
🟢 Result
The loop became genuinely rewarding to repeat. The tension-to-reward pattern became the design anchor that every subsequent mechanic iteration was measured against.
✓ Engaging core loop ✓ Anticipation mechanics ✓ Repeatable tension-reward
// Contributions
Core loop redesign Feedback system design Rapid iteration Playtesting
006 First Team Lead · Systems Design · GDD

Unearthed

Unreal Engine · 2022–2023 Case Study
// Gameplay & Screenshots
Unearthed — cave tunnel atmospheric light
Dark underground cavern
Archaeological excavation site
Dark stone corridor
Cave stalactites atmosphere
🔴 Problem
My first time as lead. The brief was broad and the team had limited engine knowledge — including me. Turning a GDD into a playable system meant designing within hard technical constraints nobody fully understood yet.
🟠 Process
Used the GDD not as a static document but as a living design tool — updating it with every constraint we discovered. When something was too complex to build, the GDD adapted first, and the design followed.
🟢 Result
Delivered a playable prototype. More importantly, established a documentation discipline that I've carried into every project since — the habit of designing around real constraints rather than ideal ones.
✓ Playable prototype delivered ✓ GDD as living tool ✓ Constraint-led design
// Contributions
First team lead role GDD authoring & iteration Systems design Unreal Engine prototyping

LEADERSHIP BEYOND THE GAME.

Leadership in game design is inseparable from leadership everywhere else. These are not separate things.

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Largest team led
Led a 23-person cross-discipline team on Mayday Racers — unusually large for a student project and a real test of communication and coordination.
30%
Club growth as Fencing President
Grew ARU Fencing Club engagement through structured events and outreach. Competitive silver medallist. Vice President the year before.
CPL
Promoted to Corporal — Army Cadets
Led drills, earned Junior Instructor certification, and was selected for ceremonial flag-bearing duties.
ILM
Level 2 Award in Leadership
Formal leadership qualification — not just practical experience but the theory behind it too.