Video games
Designer / Producer
2026
Melbourne, Australia
Big Ant Studios
Role: Producer, Designer (2020-2025)
01
I played a key role in bringing Rugby 25’s extensive roster to life, personally liaising with hundreds of rugby unions, governing bodies and clubs worldwide to coordinate licensing across the game. I was used to present the game concept and offering to many of these unions and clubs. This involved navigating a complex network of rights holders to secure the representation of more than 140 international teams, 150 club sides and nearly 120 official women’s teams across 11 major competitions.
I helped navigate the complexities of licensing at scale, contributing to one of the most comprehensive rugby team line-ups in a commercial video game.
02
Sports-game interfaces need to communicate a large amount of functionality without overwhelming the player. The main menu was designed as an explorable hub, giving major modes and features clear visual priority rather than presenting them as a conventional list.
Wireframes established the information architecture and navigation flow before medium-fidelity concepts introduced imagery, motion and background footage to create a more dynamic, engaging interface.
03
The career mode combined progression, player development, transfers, economies and multiple interconnected gameplay systems within a single long-term experience.
The UX challenge was to organise these systems into a clear structure that allowed players to understand their current status, available decisions and long-term progression without unnecessary complexity.
04
Produced and maintained hundreds of pages of game design documentation, translating product requirements into detailed specifications shared across design, engineering and production teams. Documentation was continuously updated to keep implementation aligned with the agreed product vision.
Documented gameplay systems at implementation level, including interaction logic, UI states, control schemes and backend requirements. These specifications created a shared reference for design and engineering teams and helped translate high-level gameplay concepts into buildable systems.
Take a look at my latest projects that showcase different skillsets
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