Tom Lovett - Game Design Portfolio
About:
I am a Game Designer focused on atmospheric storytelling in games.
My CV can be viewed here.
My LinkedIn profile can be found here.
I entered the world of Game Design in late 2025, studying a Master's Degree in Game Design at Falmouth University. My main areas of interest are narrative and level design, though I have also branched out into programming and systems design.
Though new to game development, I have proven my adaptability and capacity to leverage design tools, developing new skills in tandem with each new project undertaken. I am most familiar with Unreal Engine 5 and Unity, with some knowledge of scripting in blueprints and C#. Some additional skills include rapid prototyping, Agile workflow, and taking initiative to think outside of the box when searching for solutions.
Projects:
(Projects Listed from Newest to Oldest)
Aonarach (2026)
Itch Page: Aonarach
Description: A folkloric horror game, inspired by Celtic Mythology, developed over 2 months by a team of 2 designers and 4 artists. Players explore an isolated lighthouse in first-person, uncovering a tragic narrative while pondering who the true monster is?
Contributions: contributed to prototyping, narrative design, and level design. Learned blueprints to fill the role of lead programmer and system designer.
Engine: Unreal Engine 5.
The Walk Home (2026)
Download Link: The Walk Home
Development Journal: Experimental Game Design Journal
Description: An experimental prototype for a walking simulator, designed as a solo project over the course of one month, as part of a module on experimental game design. The experience takes the player on a short walk around a decaying urban area and crumbling industrial ruins. There is no objective or any traditional game mechanics beyond walking, the goal is simply to experience the atmosphere and the melancholy beauty of urban decay.
Engine: Unity
Until The End (2026)
Download Link: Until The End
Development Journal: Prototype 1 Journal
Description: A prototype for a text-based adventure developed over 2 weeks as part of a rapid-prototyping module, for the theme of "illusion of choice." The narrative sets the player on a quest to fix time in a broken world. The original intention was to make a branching narrative set over multiple time loops, with every player eventually reaching the same ending. However, time constraints and unfamiliarity with game design at the time led to a more linear experience with only one repeating loop.
Engine: PowerPoint
Final Major Project (2026)
Itch Page: TBC
Development Journal: Major Project Design Journal
Description: Single-player, first-person exploration/horror game inspired by the manga "Blame!" set within a vast megastructure. The project is currently in development as a solo venture with a 3 months development timeline. The end result is intended to be an atmospheric experience in which the player will explore a vast, growing, but inhospitable megastructure, as they attempt to climb back up to a safe haven far above, avoiding hostile entities along the way.
Building this entire project by myself, I am having to be proactive and take the initiative to figure out my own solutions to complex problems.
Engine: Unreal Engine 5.
A Spark Called Hope (2026)
Download Link: A Spark Called Hope
Development Journal: Prototype 3 Journal
Description: An 8-bit prototype made over the course of 2 weeks as part of a rapid-prototyping module, for the theme of "atmosphere." The player takes on the role of a smuggler searching for hope in a dystopian world.
Engine: Bitsy