IGN 9/10

Gamespot 9/10

Gamesradar + 9/10

NME 4/5

The Guardian 4/5

Eurogamer Recommended

Screen Rant 4.5/5

Gameinformer 8.75/10

Gameskinny 9/10

Thesixthaxis 9/10

IGN 9/10 Gamespot 9/10 Gamesradar + 9/10 NME 4/5 The Guardian 4/5 Eurogamer Recommended Screen Rant 4.5/5 Gameinformer 8.75/10 Gameskinny 9/10 Thesixthaxis 9/10


As Dusk Falls, created by INTERIOR/NIGHT, is a gripping interactive drama following the intertwined destinies of two families over three decades. It begins amidst a botched robbery in 1998, unfolding in a small Arizona town. Your decisions wield profound influence over the characters, shaping their journey through a tale of betrayal, sacrifice, and fortitude.


My contribution

I joined INTERIOR/NIGHT in March 2022 as a Junior Software Engineer, whilst the team was in the bug-fixing stage for As Dusk Falls, which was set to release in July 2022. My initial responsibilities focused on UI and localization, addressing bugs that arose when using languages other than English. In the months leading up to release, I took ownership of overhauling the text-to-speech narration system and enhancing accessibility features across both menus and in-game experiences whilst working with the design team. This allowed As Dusk Falls to be fully playable with partial to no sight. Following the game’s release, As Dusk Falls won the Narrative Innovation of the Year award at the MCV Develop Awards and was nominated for the Innovation in Accessibility award. Additionally, I implemented larger UI features, such as the badge screen displayed at the end of each episode, and developed tools for the cinematics team to streamline their pipeline from their camera shoots to in-game.

After the initial release, I contributed to the PlayStation port of As Dusk Falls. This involved updating the UI to meet PlayStation’s standards and further refining accessibility features. Key contributions included enabling text-to-speech narration on the PlayStation 5, adding player-controlled narration speed and volume settings, and implementing audio descriptions for cutscenes to enhance the experience for visually impaired players. Alongside this, I also worked on the deep-link QR code system. The game already allowed people to use an app on their phone to act as a controller in the game but this allowed players to scan a QR code in the game to connect without typing in a code.

Further contributions

Beyond my contributions to As Dusk Falls and its PlayStation port, I have taken on additional responsibilities at INTERIOR/NIGHT. Initially, I focused on prototyping new gameplay mechanics in Unity for an unannounced project, collaborating closely with the design team to iterate on ideas and refine systems. I was also responsible for designing and implementing menus and in-game UI for the same project.

More recently, I transitioned to Unreal Engine 5, where I have been the primary developer for implementing gameplay mechanics, menus, and in-game UI for further unannounced projects. My close collaboration with the design team has fostered a strong working relationship, enabling me to provide valuable input during the planning and prototyping phases. This has allowed me to contribute creatively to the design of these projects, further solidifying my role as a key bridge between technical implementation and design vision.