Roles: Game & Level Designer
Responsibilities: Developed a level from a pitched concept to a finished greybox, and created multiple puzzle concepts. Worked closely with the team, iterating off their feedback and working within their constraints.
Genre: 2.5D, Action-Platformer
Tools: Unity
Timeline: 7 Months
Roles: Game & Level Designer, Programmer, Environment Artist
Responsibilities: Developed a large open, non-linear level, with a focus on verticality and replayability. I also developed a tutorial level as part of the onboarding process. Worked on much of the design, including a redesigned pitch deck to address scope and timeline challenges. This would change the direction of the game. Programmed AI enemies with behavior trees using Unreal's AI perception system. Created the look of the environment through environment art, multiple shaders, and materials. Managed the sound design team.
Genre: 3D, Top-Down, Sci-Fi Extraction Shooter
Tools: Unreal, Gaia
Timeline: 8 Months
Roles: Game & Level Designer
Responsibilities: Developed five levels, including a tutorial level. Designed the enemies and hazards. Conducted playtests and worked closely with the programmers to iterate off of user feedback.
Genre: 2D, Alternative Controller, Asymmetrical Co-op
Tools: Unity
Timeline: 10 Months
Roles: Solo project
Responsibilities: Initial development involved prototyping gameplay elements that could be used in puzzles, such as the various types of character movement, a gravity gun, and multiple enemies. The latter part of development focused on the level itself. The emphasis was on unique sequences that utilized custom animations to create a polished linear experience.
Genre: 2.5D, Atmospheric, Sci-fi
Tools: Unreal, Cascadeur
Timeline: 4 Months
Roles: Game Designer, Programmer
Responsibilities: Created a complex gameplay prototype using procedural mesh slicing that would allow any 3D mesh to be cut into pieces. Pitched a redesigned idea and worked closely with the artists to ensure that this new concept would get finished on time.
Genre: 3D, Arcade, First-Person
Tools: Unreal
Timeline: 4 days
Roles: Game & Level Designer, Environment Artist
Responsibilities: Solved design problems related to how we could best utilize our alternative controller, which worked like a digital camera. Developed the level to be experientially scary while remaining easy to maneuver and visually consistent.
Genre: 3D, Alt Controller, Horror, First-Person
Tools: Unity
Timeline: 4 days
Roles: Game Designer, Environment Artist
Responsibilities: Designed a meta puzzle and one of the puzzle's within it. Inspiration for the game came from real life escape rooms. Styled the environment to fit thematically and to create a sense of urgency.
Genre: 3D, Escape Room, Puzzle, First-Person
Tools: Unity
Timeline: 4 days