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SIMON ANDERSON
GAME DESIGNER
GAIA HAWK





Being a fan of bullet hell shooters I wanted to make one of my own. One of the major principles of my design was to make it accessible for beginners. I wanted to give the player tools to tailor the difficulty level on the fly, so I implemented a time slowing mechanic helping the player to move through the swarms of bullets.
I got feedback from various sources through the development of the game which I quickly learned the value of.
I used some assets by other creators in the making of this game including models, music and sound effects, all other work is my own
PROJECT
Arcade Style Bullet-Hell Shooter
ROLE
Game Design, Level Design, Art, Logic, UI Design, Sound Production
AWARDS
Nominated for Creation Of The Year at the 4th Annual Impy Awards
CONTACT
HAVEN IX





Haven IX is first collaborative project I have been involved in from the beginning.
The original concept & story was created by Chris Trickett who approached me to help build it and I agreed not really knowing what I could contribute.
From the start I began to have fun, freely blocking out environments and experimenting with 3D sculptures to furnish the, at times surreal environments and I feel that our contributions came together as a whole.
I learned a lot about working together to create a better final creation using each others strengths, for instance the title screen shown in thumbnail above was sent back and forth between Chris & myself to result in a better outcome than if I had done it solo.
PROJECT
Narrative driven Interactive experience
ROLE
Game Design, Level Design, Art, Logic
ZED EXODUS 2





This was a project I was asked to work on halfway through it's development. I was tasked with building a special stage using the buggy I built for The Monolith Trials and to help out with level design in the main game.
After a few failed attempts at making a special stage work we decided to incorporate an overworld instead. I made a few block outs and eventually settled on the layout above, using the animated stage diorama idea.
I found the logic for the trophy system to be very challenging but with some rigorous testing I managed to make it all work along with making the UI.
The overworld was Blocked out by myself and iterated on as a collective. The dioramas were designed and built by myself using other creators assets.
PROJECT
Racing, Stunt, Platformer
ROLE
Level Design (Overworld), Logic (Trophy system), UI (Overworld)
AWARDS
Nominated for Creation Of The Year at the 4th Annual Impy Awards
INTO GAMES - LEVEL DESIGN SPRINT





This level design block out was made within a 3 week period as part of an online course led by Peter Field.
We were taken through Peter's process with a number of live sessions.
We were asked to choose a theme and collect some reference images to give us a starting point to enable us to sketch the level in 2D before building the space in 3D.
The theme I chose was a dystopian future, using brutalist architecture to form the scene. The player would use stealth to avoid enemies and use items to unlock new areas. I had fun using Peter's method and found that it helped me to build a picture in my head before building in 3D.
My biggest challenge was to keep the scope within what was possible in the timeframe.
PROJECT
3 Week level design course with Peter Field (Lead Designer, Media Molecule)
ABOUT ME
ABOUT
With 4 years of experience in creating my own personal projects and collaborating with others to create shared passion projects, I have developed a strong passion for game creation. I specialize in creating immersive experiences and enjoy learning all aspects of game creation. In addition, I have also created 3D models, 3D art and music videos.

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