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Titan Blade

Sep 2016 - Apr 2017

Titan Blade

3D combat demo inspired by the Souls and Monster Hunter series. You play as a mighty warrior wielding a massive sword.

  • Unity 5 3D

  • Solo project

  • Fully modeled and animated 3D characters in Maya

  • Unity State Machines for animations and AI

Planetary Pest Squad

Planetary Pest Squad

Selected for DigiPen's game booth at PAX West 2016

Sep 2015 - Dec 2016

3rd-person shooter where players fight bugs on planetoids. Unique physics allows multi-directional gravity, spherical traversal, and orbiting projectiles. Amazing artists and dynamic planetoid generation makes Planetary Pest Squad a vibrant and playful experience. A coop-competitive game to be the top performing pest exterminator.

Role: Systems Designer, Programmer

  • Unity 3D

  • Team of 8

  • Designed level progression, enemy encounters, and upgrade advancement to provide replayability and rising intensity

  • Collaborated with the procedural content developer to create the planetoid system generation for easy adjustability and scalability

  • Collaborated with the UX designer to develop the weapons, shooting, and level transitions with focus on engaging game feel

  • Programmed enemy spawning, enemy management, and game loop

Roguebot

Roguebot

Sep 2014 - Apr 2015

Traditional turn-based Rogue-like emphasizing treasure hunting and combat through a procedurally generated labyrinth. Playable on tablet.

 

Role: Game Designer, Programmer

  • Custom C++ engine with Ruby scripting

  • Team of 5

  • Collaborated with the lead designer to create the combat system, design enemies, and enhance the player combat experience

  • Implemented the particle effects system and integration into Ruby scripting to provide physics-based particle effect tools

  • Adjusted stat values based on player testing and feedback

Close Your Eyes

Close Your Eyes

Nominated IndieCade 2014 Finalist

Jan - Apr 2014

Puzzle-platformer where you obscure your vision to manipulate your environment and overcome obstacles.

Role: Game Designer, Programmer

  • Custom C engine

  • Team of 4

  • Designed levels, level progression, and level organization to ease learning of new mechanics and puzzles

  • Adjusted puzzles with player feedback to improve user experience

  • Programmed the physics math library, collision detection, and collision resolution into our C engine for use in the platforming gameplay

  • Coordinated with the team to form unified art and narrative direction

Interview at 4:25 by Geek World Radio

Feebleton

Jan 2014

Feebleton

A card game where the players build up the town of Feebleton in order to ransack, pillage, and destroy it to keep all the money for themselves.

  • Solo project

  • Developed using rapid prototyping and rigorous playtesting

  • Emphasis on simplistic and clear rules that culminate into complex and interesting moments

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