Creative by instinct,
sharper by practice

I’m Owen Dixon, a 17-year-old video editor and games designer. I love taking raw ideas and shaping them into work that feels intentional, clean, and worth revisiting.

My Story

From PS4 edits to deeper creative workflows

I got into editing through old Call of Duty videos I watched on PS4. That sparked enough curiosity for me to try SHAREfactory. My early edits were rough, but I stayed with it and kept learning.

A few years later, I moved to Filmora on PC. Better tools meant I could structure edits properly and pay more attention to pacing, flow, and atmosphere instead of just cutting clips together.

Eventually, I outgrew simpler software. Moving to DaVinci Resolve gave me the creative headroom I needed and pushed my standards higher. It helped me produce stronger, more polished work.

Games design has always been part of how I think. I was obsessed with games as a kid and always wanted to build one. In college, choosing games design and 3D modelling gave me the base to take that seriously.

I started building with Construct 3 for pixel projects and I’m now learning Unreal Engine and 3D workflows. The goal is steady progress and genuinely original output.

Journey milestones

Call of Duty edits on PS4: The first spark that made editing feel possible.
SHAREfactory: First practical steps, experiments, and constant trial and error.
Filmora on PC: Better control and a more structured editing process.
DaVinci Resolve: A major shift in quality, flexibility, and confidence.
College games design + 3D modelling: Formal foundations and deeper technical understanding.
Construct 3: Building playable pixel concepts and gameplay logic.
Unreal Engine + 3D workflows: Current growth path into larger-scale game creation.
Creative Toolkit

Software I use

DaVinci Resolve
Video editing
Construct 3
Game design
GIMP
Photo editing
Canva
Graphic design
3DS Max
3D modelling
Piskel
Pixel art assets
Unreal Engine
3D game development
Inspirations

Favourite games

Dishonored, Minecraft, Subnautica, Rust, Rainbow Six Siege, Elden Ring, War Thunder, and The Forest.

These influence how I think about mood, pace, tension, and the feeling of progression.

What’s next

I’m focused on sharpening both tracks, editing and design, so each new project lands with better craft than the last.