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ABOUT

This is me.

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Hello my name is Alexander Frencham and I'm a game designer.

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Why do I want to be a game designer? I want to tell stories. Game development is a new frontier in storytelling and interactive experiences and I want to be a part of that!

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In 2020 I graduated from Acadamy of Interactive Entertainment (AIE) with a Advanced Diploma of Professional Game Development. While there I gained experience in a number of production roles within the industry such as: producer, designer, tester and project manager. I have experience working on both short and long-term projects on a variety of scales. I have worked in many different team environments of different sizes and consider myself a strong team player with leadership capabilities. 

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Below are some examples of my work.

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GAMES

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BUTTON BASH

Role: Lead Producer

Button Bash is an upbeat, colourful, competitive party game.


This was my first large scale game developed as part of a team. While developing this game I worked as the producer. In this role I managed team tasks and coordinated team efforts efficiently. I worked with a focus on keeping to the production schedule, leading group stand up and meetings and following up on tasks to meet both in group and hard deadlines. 

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SPACE VIKINGS

Role: Designer

Space Vikings is a competitive space-boat combat game where players fight to go to Space Valhalla. This game was made by a 5 person team in 2 days as part of a game jam. Working under a tight deadline in a small team meant that in my role as designer, I focused on prioritising relevant features and mechanics. This was accomplished by thinking critically about what is vital to the end user's experience. This was one of my favourite projects.

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itch.io

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WELCOME TO THE APOCALYPSE

Role: Designer

Welcome to the Apocalypse is the largest project I have worked on to date. Due to its length of production and complex mechanics it is the one of the most challenging games I have been involved with. Working in a large team with three other designers, my role was focused on working with our art team to produce the end product. This included keeping to deadlines, coordinating tasks and assets as well as dealing with and addressing problems as they arose.  Being a turn based game, it's complexity meant that I was heavily involved with the art leads to establish a consistent art style in congruence with the concept.

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itch.io

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