PORTFOLIO
Core Design:
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Key focus on creating, balancing, and tuning factions, as well as each individual unit.
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Ship design at the core, emphasizing subtle details in movement, combat engagement, and overall behavior of individual ships.
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Emphasized an iterative design process, considering the look, "feel," and balance of ships.
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System design, documentation and management.
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Abilities design across existing and new units, from prototype to final.
3Cs Design:
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Conducted and implemented research findings to for improvements on 3Cs (Character, Controls, Camera) for more engaging interaction across both Modern and Classic control schemes.
Level Design:
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Designed, whiteboxed, and iterated on Atlas ship class.
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Developed a new gameplay element involving a large thruster as a puzzle piece, ensuring it was challenging, procedural, and engaging for players.
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Worked on enhancing procedural level design for all ships in the game.
General Game Design:
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Designed and implemented the Salvage parts feature and suite of game mechanics, including repairing the Armadillo.
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Supported the narrative team in crafting scenes for the Career mode.
Level Design:
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Goal to support and improve core mechanics, contributing to a satisfying and distinctive gameplay experience unique throughout over 12 levels.
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Ideation, iteration, and finalization; starting from design and prototyping, and continuously refining them for release.
Visual Design:
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Utilized shaders, particle systems, and post-processing techniques to create dynamic and vibrant environments for each level.
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Resulted in memorable environments that contributed to the sense of a grand journey for players throughout the game.
General Development and Design:
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Dual responsibility for creating and implementing art assets in collaboration with Programmers and Art Directors.
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Creation and implementation of effects and animations for spells and cards within the game.
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Tasked with establishing visual representations of crucial game mechanics, including the game timer and resource pool.
Game Design:
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Took on the main responsibility for tackling design goals and challenges in creating a nostalgic late 90s horror title with contemporary design standards.
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Focused on implementing systems supporting core mechanics, including movement, examining, and a basic puzzle and inventory system.
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Developed enemy AI systems to make them wander and integrate them seamlessly into the game world.
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Specifically worked on the rhythm side of enemy design, ensuring a harmonious blend of art, audio, and mechanics to encourage players to attempt to sneak past creatures unnoticed.
Game Design:
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Held key roles in game design, art, and level design for Moment, crafting 10 levels
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Addressed the challenge of making waiting a fun and meaningful main mechanic in the game; player's circle of vision shrinks with each step and expands when the player chooses to wait.
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Designed and developed puzzles and obstacles.
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Hand-made pixel art assets across entire game.
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Sunset Sprint is a personal project, a puzzle game developed over 3 months.
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Players control a Vampire Deer (Hydropotes inermis) racing against sunrise to reach a coffin at the end of each stage for safety until nightfall.
Game Design:
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Designed to require strategic planning with a limited set of turns for each level.
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Implemented various level mechanics, including raising/lowering spikes, jumpable pits with power-ups, and movable stumps.
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Aims to create interesting puzzles through a diverse set of level obstacles.
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Dungeon Crafter is a small proof-of-concept game developed in just under a week for a game jam.
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Aimed to create a rogue-like experience, experimenting with crafting procedural room generation, enemy spawning, and an inventory system.
Game Design:
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Experimentation with novel game mechanics, such as allowing players to dynamically craft their dungeon experience.
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The "dungeon master" system introduced a unique approach to difficulty scaling in a player-created environment.
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Despite being a small jam project, Dungeon Crafter showcased creative solutions to game design challenges within a limited development timeframe.
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The piece aimed to deliver an emotional and personal experience by integrating exploration, storytelling, and minimalist design.
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Scattered is an exploration-based piece set in a large, minimalist-styled forest with grand ruins and obstacles.
Game Design:
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Entirely created in the Unity game engine, providing a comfortable gaming experience for viewers.
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Displayed in a post-secondary gallery on a large screen with a controller and a nearby seat to mimic a home gaming experience.
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Goal was to create a two-player game focusing on non-verbal communication, where players assist each other along separate paths using limited tools provided by the game.
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Skill development project, developed almost entirely from scratch, including networking and handling lag on the school network.
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Animations and textures were created using 3DS Max, and all assets were integrated into Unity for final product development.
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Despite challenges, the project served as a valuable learning experience, providing a foundation for future exploration in collaborative game development.