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

“Waybinder” is an interactive novella: a work of occult fantasy which explores ritual witchcraft, the nature of journeys, and what it might mean to shape destinies both large and small.

  • Guide an entire city towards its inauguration, in a ritual of your discovery and making
  • Explore four main, interwoven branches — each a destiny waiting to be formed
  • Meet a diverse cast of characters, some of whom speak a language which is not necessarily your own
  • The adventure unfolds in continuous format, there to be read back as a short story if so desired
  • Features content written in gàidhlig (Scots Gaelic), complete with pronunciation guides for English-speakers

My contributions: narrative, scripting, web & graphic design.
Tools: Twine, Adobe Dreamweaver, Adobe Photoshop, Microsoft Visio
Platforms: web
Exhibited at: Nordic Game 2019

Arshean was once a cursed place; its inhabitants scattered to the four winds. Generations later, practitioners have returned to establish the imbued city of Baile Arainn. Within its protective walls, bond-architect Cormac Giphert strives to make his mark in the field, using ritual magic to shape the destiny of an entire city. But when disaster strikes at its very arteries, he may find himself having to heal and reform more than he bargained for.

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Metrowitch is a cyber-noir adventure game, set during closing hours on a futuristic metro system. The player must intervene to prevent the demise of a troubled city, as pestilent crystals and looming shadow-demons force their way into our dimensional plane, attacking its magic-imbued arteries.

This 3D, point-and-click adventure game is being developed in Unity, thus far with all assets, design and coding by me. It’s accompanied by a prequel project – a work of interactive fiction entitled Waybinder.

My contributions: game & level design, 3D & 2D art & animation, narrative, programming.

Dev tools: Unity 3D (C#), Blender, Adobe Photoshop

Platforms: PC, Android