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Showcase

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First Comes Love,
Then Come Zombies

Action Adventure | Dying Light Mod

In a couple of months, I built a mission in Chrome Engine 6. Playing to the top of my visual aesthetics and sense of humor, I aimed to give zombie fans a map to remember.

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The Longevity Zoo

RPG, FPS | Fallout 4 Mod

In a couple of 8-10 week cycles, I built a two-chapter quest with Creation Kit. Considering gameplay styles and level flow, I began a Fallout 4 digital novel with themes of immortality, social dynamics, and leadership.

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Snowpainters

Arcade Racing | Steam Release

In just four months, our team of 40 created a shipped game in Unreal. With a strike team of four level designers, we designed Track 1: North Pole, and I became responsible for all of its gameplay aspects. We used splines as the basis of the track, AI pathing, and more.

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You Teach! Romeo and Juliet

Visual Novel | RPG Maker MV

In eight months of rapid prototyping and developing, I invented a system for generating procedural dialogue and applied it to simulating a literary discussion in a fictional classroom. Drawing on a range of life experiences and skills, I developed a unique game with research value.

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Yonder

2D Platformer | Android Tablet

In three months, our six-person team created a mobile game in Unity. I designed the introductory first level and polished it to completion. In between level design tasks, I wrote C# code to fix bugs for the software developers. Our tightly-knit team collaborated intensely on the overall design.

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A Parable of Rust and Rot

FPS | Half Life 2 Mod

In shortly over a month, I created a ten minute level for Half Life 2 in Valve's Hammer editor. Puzzles and FPS combat were interwoven with common gameplay themes: explosions and levers. The story unfolds in tandem with the gameplay's pacing for maximum impact.

Conjury Revell

Arena Shooter | Steam Release

In 16 weeks we brought a steampunk-magic concept to life in Unreal Engine 4. Alongside 27 developers, I built levels for gameplay demonstration and the final product while keeping an eye on the technical aspects of the Airship level.

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Super Sudden Death Land

Turn-Based RPG | Unreal Engine 5

In five weeks of game jamming, our 4-person team produced an hour-long experience for fans of JRPG's. My design aimed to breathe life into tried-and-true methods of turn-based gameplay. Knowledge of Unreal Blueprints let me create many features and systems swiftly.

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Conjury Revell

Arena Shooter | Steam Release

In 16 weeks we brought a steampunk-magic concept to life in Unreal Engine 4. Alongside 27 developers, I built levels for gameplay demonstration and the final product while keeping an eye on the technical aspects of the Airship level.

HighresScreenshot00004_edited.jpg

Super Sudden Death Land

Turn-Based RPG | Unreal Engine 5

In five weeks of game jamming, our 4-person team produced an hour-long experience for fans of JRPG's. My design aimed to breathe life into tried-and-true methods of turn-based gameplay. Knowledge of Unreal Blueprints let me create many features and systems swiftly.

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