Skyhook Games have 4 unannounced titles in the development, all of which I've had a hand in designing, from initial pitching to the stages they are at today. These games provided me with extensive mechanical and system knowledge ranging from co-op interactions, open worlds, vehicles, mini games, puzzles and combat mechanics.
​​​Unannounced VR Sim (2024) - For this title, I researched and created the original pitch document, containing the title's core gameplay loop and what the player should be expected to do during an average play session. I was tasked with concepting the core mechanics and systems, as well as the layout of the central play space the player will be interacting with. The systems themselves have been extensively researched and I placed careful consideration when deciding which systems to use and which to forego. 
Unannounced Puzzle Game (2024) - This is a very unique title with a very unique premise. It has the backing of a major publisher and based on a highly successful and popular IP. I was in charge of creating the initial pitch document and help drive the creative vision. This game involved a very unique spin on systems, puzzle solving and a bespoke combat system unique to it that was designer by myself and the design director, inspired by another title. I put a lot of work into researching for this title and discovered a good gap in the market for a game like this. To name it's main inspiration would be a breach of NDA so unfortunately I can't say more on this title.
Unannounced Multiplayer Open-World Simulator (2022) - This title started development back in 2022 where I was tasked with creating both the initial map concept for the pitch deck, as well as a heavy amount of research for the systems and mechanics present in the game. The game features a large adaptive open-world with procedural technology. Missions, vehicles, fauna and weather adapt and change and all affect one another.
The player is tasked with engaging with a wide variety of systems all tied into the game's core mechanics, systems included interacting with the world from it's scenery to it's fauna, to NPCs and other forms of AI. The player also utilises real world weaponry in both a first and third person perspective when needed, and these weapons needed to be balanced and interacted with according to the needs of the player.

This open-world simulator includes a robust multiplayer. Players can create worlds with their friends and play the game together, their solo experiences kept in a separate world from their multiplayer world, meaning player could continue to play solo or together. Coupled with a drop-in/drop-out system to allow players to invite friends to play with them in their own solo experience also.
Unannounced Couch Co-Op Party Game (2023) - For this title, I was tasked with pitching the first 4 initial mini-game concepts, all different from each other and ranging from co-operative mechanics to vs. mechanics, to even party-friendly combat mechanics. This was followed by 4 different scene concept and white-boxes for the mini games. These scenes then had to be passed onto art where I liaised with the art team to strike up a vision for what the game should look like.