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Dragon Queens

A game of strategy, tributes and glamour. Expand your influence, bring prosperity to your realm and become the greatest dragon queen in all the land!

This unreleased, debut title from Kaludoscope AB was set to combine accessible, tabletop-like strategy with a fantastical and non-violent theme. Players choose a dragon queen with whom to watch over a peaceful and sedate realm, transforming its villages and cities into prosperous centres for culture, joy and the production of luxury goods – gladly offered in tribute by their devoted citizens. These tributes inspire the dragon queens towards great magical feats, spreading influence further and ensuring that their realm is the most fabulous.

Developed by Kaludoscope AB to a prototype stage, from 2016-17.

My contributions: game & level design, UX, 3D & art, graphic design & pitch materials, testing

Dev tools: Unity 3D, Adobe Photoshop, MS Excel, Balsamiq & MS Visio

Platforms: iOS & Android

Exhibited: GameCity 11, LadyCADE Creative Coast 2017, Big Indie Pitch (Brighton) 2017

CEO & Designer: Gemma Thomson
CTO & Programmer: Delia Hamwood

3D settlement art by Kate Holden

Danger lurks in plain sight…

Mimic is a local multiplayer party game borne of a Global Game Jam project. You and up to three others play as contestants on an alien game show, possessing humans in a crowd and seeking to eliminate each other. The catch is, you don’t know who you are, and any obvious movements may make you the next target!

Developed by ‘Team Mimic’ – myself and Daniel Nyberg – based on a Global Game Jam project from 2014. That version also included the efforts of Tove Brantberg, Oscar Romin and Sofia Peinert.

My contributions: project lead, game design, environment art, video editing, testing

Dev tools: Adobe Photoshop, Adobe Premiere Pro

Platforms: Windows

Exhibited: IGC Conference for Game Developers 2014, Radius Festival 2014, GameCity 9

Not a Game Podcast, and the Multiplayer Sweet Spot

The Not a Game podcast has just released its 40th episode, and I’m delighted to say that host Tom Hatfield invited me on this week! Not a Game is a weekly panel-type podcast with freelance games writers and developers discussing all manner of games-related topics.

Designed by Jacob Smiley

The “Not a Game” logo, designed by Jacob Smiley

In this episode: Tom, myself, Paul Dean and Jordan Webber discussed Halo 3‘s rather baffling plot, what we felt was wrong with Bioshock,  and the potential for a game-cum-storytelling platform like Storium.

We also discussed whether or not a game like DotA can be relaxing, which put me in mind of the multiplayer games I used to play online. In the podcast, I cited the example of Wintergrasp in World of Warcraft: Wrath of the Lich King. I realised that I seem now to have left this sort of gameplay behind, in favour of so-called ‘couch co-op’ -and while there are many other, more nuanced reasons for this, the most obvious reason is that I want to include my partner in these games, rather than playing with friends. Still, I long for this sort of gameplay and until now I wasn’t consciously aware of it really being ‘a thing’. Now that I think about it though, there is real value to be had in creating a game which accommodates this relaxed, social play – both for building loyalty and allowing players to explore the game at their own pace.

Read More »Not a Game Podcast, and the Multiplayer Sweet Spot