2026 Demo Reels now online!

Some updates for all y’all as the Spooky Season begins its turn to Festive!

With my work on Speechbound drawing to a close in July, I’ve taken the past few months to focus development on my own game: Postmaster!

A post-apocalyptic mailman simulator, this project has been a chance for me to really lean into solo game development and take more direct ownership over every aspect of a project. It’s been immensely rewarding! Social media awareness is beginning it’s slow climb, and I’m aiming to have the first playable demo tested and available on Steam by the end of 2026, so watch this space!

Work continues on my novel In the Valley of Autumn, which enters its second draft phase as of this week. I’m extremely happy with the shape this has taken as a re-re-re-adaptation of the old A Tempest in a Teacup comic project which y’all can find various samples of scattered around this website. It’s been a great joy in experimenting with the narrative to evolve it beyond the seed of the idea which has hounded me for something like twenty years now! It’s tried to be a comic, it’s been pitched as an animation, and finally it’s settling into its true, most comfortable shape as a novel.

Earlier in 2026 I started posting short horror fiction over on my Medium profile, which is something I’d like to return to with more regularity now that my brain is clearing out towards winter.

In the meantime, I’m back into the job market for video games. Given how diverse my role was on Speechbound, it’s taken a good deal of work to categorise and separate all the various skillsets out into demo reels, but I now have them collected along with some older work in a showcase over on Vimeo. There’s also a REELS page link in the banner of the main page, should this post get lost in the feed.

2026 became a year of creative recalibration and evolution, as expectations failed and new ways forward presented themselves. As always, hope for the continuation of great work and collaboration continues.

Onwards to 2027!

New art!

I’ve been learning 3D software in my spare time the past few months and it’s been awesome to be able to start producing concept pieces so fast and have them look so awesome!

I build the models in Blender, then export to Substance Painter for texturing, then back into Blender with the Botaniq add-on to populate trees/grass and to compose, light and render, then final touches are done with Procreate.

More to come, I’m just excited to have work to share that came purely from my imagination!

You can follow me on Instagram @_nervesquidpilot for updates.

BLOODBORNE (2015) // PS4

A hunter is a hunter, even in a dream.

Being a Dark Souls fan this one has been on my wishlist for years and I was excited to finally have a system to spend time slashing my way through the beasts of Yharnam to discover what the rituals of the Paleblood Moon were for. So here I am, five years late to the party.

It did not disappoint.

And as the hunt wears on and the moon rises, things become somehow even more nightmarish and terrifying. Townfolk transform into monstrous things. Secrets that should have remained hidden threaten to splinter reality itself.

The waking world and the frontier of nightmares blur together when the blood moon rises.

You find yourself lost, wearing away your resources and ending up forced to rely on wit and skill to survive, barely scraping through an ambush with your life and then… you reach a gate that looks familiar. One that only unlocks from this side and suddenly you’re back to safety and familiarity, drenched in the blood of the creatures you have slain. You are a hunter.

Now you must venture out again, a little further this time. Madness is everywhere and by the time the night is through you won’t be the same as when you started.

The atmosphere is fantastically forbiding, punctuated by mad screams and cries and howls. You can sense a boss arena approaching. The moment the incredible soundtrack picks up your blood goes hot as you face off against one of dozens of the bosses, all if which are absolute masterclasses in creature design.

The “plot” or what can be said of the story is told through the environment and tiny scraps of information absorbed by curiosity and player conjecture. Things are rarely laid out plain and a lot of the fun is untangling the implications of discoveries and inferring from unreliable information. You could very easily go the entire game and never understand anything that’s really happening and yet still be compelled to push onwards and seek more. The beasts are only the tip of the iceberg. Much more terrifying things await, just beyond the fringes of insight.

World design in Bloodborne is probably the apex of the developer’s catalogue, and this says a lot considering the superfluous work of previous FromSoft games. Narrow gothic alleys wind and tangle around each other, pushing you down into deeper and darker forgotten paths, surrounded by brilliantly horrifying beasts and nightmares that lurk and creep and can cut you to ribbons in moments if you aren’t quick on your feet and ready to strike back.

Combat is fast, visceral and mean — the classic FromSoft action RPG style twisted to encourage aggressive tactics and favour higher risk/reward strategies. Attire is largely cosmetic and the selection of weapons is greatly stripped back compared to Souls games, with a greater emphasis on knowing movesets and learning to dodge and parry effectively. It’s pushing you to embody the Hunter and once you’re past the initial learning curve it’s a blast to play.

Online multiplayer is also the most refined and balanced it’s ever been. Calling for help from other players opens you up to invasion from hostile parties but otherwise you’ll largely be left to tackle things on your own. The challenge can be steep, but it’s never truly insurmountable and sometimes all you need is that extra person to draw the attention of a boss off you so that you can take it down.

I’ve noticed that a decent number of streamers have taken the time in this pandemic to finally get around to playing Bloodborne as well and it’s just as interesting to watch someone else slowly unravel the puzzlebox of mechanics and worldbuilding, everyone coming to their own conclusions and developing their own strategies to survive the unforgiving night of the hunt.

It speaks to the quality and expansiveness of the title that five years later it can still have an active, vibrant community with no additional content being added. Even having slain every last nightmare I was ready to drop my character (Doctor Bueno) right back into NG+ to do it all again. I rarely ever go for platinum trophies in games anymore but this one is calling me back in.

We are born of the blood, made men by the blood, undone by the blood. Our eyes are yet to open.

Fear the old blood.