Let me introduce myself…

Hi, I’m Aiden and I love gaming. I am 22 and have had a passion for it for as long as I can remember. From watching my parents play Little Big Adventure and Halo when I was young; to solo playing game series from Assassin’s Creed to The Sims; then to sessions online with my friends and family on CS:GO, Diablo or Ark; and now I am making beautiful and exciting games myself.

I have a higher second class BA (Hons) Degree in Game Design and am currently studying my Masters Degree, specialising in UI Design.

MA Blog Home

Mobile Variation

So for the last couple of weeks I have been working on improving the previous HUD. Over my winter break, I designed three HUDs for three genres of games. I

Mobile HUDs

In my previous post, I presented a number of modified iterations of a HUD I designed over my winter break. I followed the advice of Senior UI Designer, Richard Warner and

Adobe XD Variation

It’s been a while since my last post as I have been teaching myself how to use some new software and have had nothing to present until now. I have been

3 Week Practical Project Conclusion

My Opinion on the First Person Shooter HUD I like the simplicity of this design and I feel that the visuals (font, symbols and bars) are all consistent with each other as well

My Action-Adventure HUD

This is my design for the Action Adventure HUD. I included the key display elements: Health Bar The health bar (red), magic bar (blue), and stamina bar (green) are all

My Racing HUD

This is my design for the Racing HUD. I included the key display elements: Minimap The minimap is very simple, highlighting the roads in light grey and the current selected

Silver Linings

This cartoon style game is a 2.5D platform game. To create the extra dimension, there is be a background, mid-ground and foreground along with a 3D character in order to give visual depth.


The game about a dog called Smudge. Smudge wakes up in a cave, lost and unsure how she got there. Scared and alone, she must face her own fears and her inner demons to find her owner again. As she begins to explore the cave, she meets a spirit, Astra, who takes pity on her and vows to guide her home safely. Astra teaches Smudge to hone her senses in order to see beyond the physical world and help her to explore the environment around her. After focusing her sight and smell abilities, Smudge finds clues that lead her to the edge of the forest where she is reunited with her owner.

Idea Origins

I originally had the idea for my game after losing my dog, Smudge, to cancer back in March 2019. She was a part of my family since I was a child so to suddenly lose her felt awful, and anyone who has loved a pet understands the difficulty and grief in putting them down. I wanted to make a game that reflects this unconditional love between humans and dogs.

My first idea was to make a game where the player character was a dog who had just died. The dog would be between worlds and could not pass on to the afterlife without their owner. The player would have to explore the veil, completing puzzles and fighting enemies, until they were reunited with their owner who had eventually died of old age.

With only a year and only myself to complete this project, I decided I would need to simplify the idea far more in order to meet my deadline. Instead, I settled on a game that very literally shows a lost dog trying to find their owner again, this can also be a metaphor for death and potentially being reunited again one day but does not require the storytelling and scale of the previous idea.