No Man's Sky

No Man’s Sky is a game about exploration and survival in an infinite procedurally generated galaxy.

My work included designing and implementing planet design using asset placement rule sets referred to in house as biomes (so you could say I made 18 quintillion levels), demo building, media asset creation, gameplay balancing, control schemes, presenting to media and QA Management among a myriad of other tasks.

Below you can find videos that I have created, sceenshots I have authored and praise for No Man’s Sky pulled from articles.

Role
Designer/QA Manager
For
Hello Games Ltd
Date
2014 – Present
Type
Video Game Development
URL
no-mans-sky.com
Engine
Hello Engine
Proof of concept for life levels per biome type; screenshots of each biome (25 in total) taken in engine during development. “Strange, slow and spectacular, No Man’s Sky is proper sci-fi”
Eurogamer
“I found inner peace playing No Man’s Sky.”
The Verge
“I do love the look of the game: every planet is different, from pale green places with big cyan moons to frozen planets where you can’t see a foot in front of you through the storm, orange flatlands punctuated by weird alien buildings, and toxic places wreathed in unfriendly caustic mist. The idea of an almost-infinite universe full of these places still blows my mind.”
Kotaku UK
“Even between planets, No Man’s Sky is breathtakingly beautiful… you’re as free as ever to go where you like — follow the trails of light marking distant shipping routes to find potentially inhabited worlds, or soar to the next nearest planet just because it’s there…”
Wired
“Simple to learn and fascinating to plumb”
IGN
"We opted for the pacifist route, spending our time exploring the freezing planet we started on and the scorching-hot world we visited next."
Polygon
(Art by Simon Stålenhag)