Games
(Jan. 2022 - June. 2022)
Project Stats: 20 weeks, 8 team members
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• Spearheaded the development of initial game and character concepts, focusing on narrative richness and player engagement.
• Coordinated tasks and meetings for a team of eight, ensuring project milestones were achieved efficiently and effectively.
• Collaborated with designers to create immersive level environments, enhancing the game's storytelling capabilities.
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Personal Roles in Project: Project Manager, Design Lead, Trailer
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Tools used for Project: Unity Engine, Perforce, Asana
(Sep. 2021 - Nov. 2021)
Project Stats: 9.5 weeks, 8 team members
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• Led a team of eight in developing a game mod, finalizing it within a ten-week development cycle.
• Utilized Unity Engine and Perforce version control to manage project workflows and versioning.
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Personal Roles in Project: Project Manager, Design Lead, Narrative Lead
Tools used for Project: Unity Engine, 3D Game Kit, Perforce, Asana
(May. 2021 - Jun. 2021)
'Hallway Game,' an intentionally beta phase deliverable, was a product concepted and created over a period of 4.5 weeks between four team members including myself for a class called "Advanced Game Design," headed by Professor Trynn Check at DePaul University.
Per project guidelines, 'Hallway Game' is an experimental Surreal-Horror experience. As the project's Creative Lead, keeping the projects very limited resources and timeframes in mind, I concepted a simple experience with an intent to inspire feelings of unease and unrest utilizing nothing but sound, relying on narrative strategies like exploration, player choice, and subversion to mold the tiny, rectangular play environment into a creepy roulette.
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Personal Roles in Project: Creative Lead, Sound Lead, Lead Animator
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Tools used for Project: Unity Engine, Sourcetree, Asana
(Mar. 2021 - Apr. 2021)
'Petting Your Pets,' an intentionally beta phase deliverable, was a product concepted and created over a period of 4.5 weeks between four team members including myself for a class called "Advanced Game Design," headed by Professor Trynn Check at DePaul University.
Per project guidelines, 'Petting Your Pets' is an experimental Affection-Game experience. As the project's Creative Lead, keeping the projects very limited resources and timeframes in mind, I concepted a simple experience with an intent to inspire feelings of calm and nostalgia through object, audial, and visual familiarity.
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Personal Roles in Project: Creative Lead, Level Designer
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Tools used for Project: Unity Engine, Sourcetree, Asana
(Mar. 2021 - Jun. 2021)
Project Stats: 9.5 weeks, Solo Project
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• Independently designed and developed a single-level game using Unity Engine.​​
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Tools used for Project: Unity Engine, Unity Store, Pro Tools
(Jan. 2021 - Mar. 2021)
'Lo-Fi Dreamscape' was a solo project I completed for a "Level Design" class at DePaul.
Per project guidelines, 'Lo-Fi Dreamscape' is a single level Explorative Puzzle Platformer. All aspects of the experience's conceptualization, documentation, and development were done by me. In short, my goal with its design was to make a calm and explorative platformer experience that can be used for stress relief, giving the peace of mine from the chaos of the day-to-day.
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Personal Roles in Project: Did it All Myself
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Tools used for Project: Unity Engine, Adobe Illustrator
(Nov. 2020)
Although this wasn't a full game, I created this play space in an introductory class to scripting within Unity Engine.
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Developed in a "Creative Computation" class while I was at DePaul University in November, 2020. It was an exercise in scripting, programming, environmental design/texture molding, particle effect work, and playtesting to craft a "level with a beginning and end."
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Personal Roles in Project: Did It All Myself
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Tools used for Project: Unity Engine, 3D Game Kit
(Sep. 2020 - Nov. 2020)
'Detective Game' was a team project I completed for a "Virtual Reality Game Development" class at DePaul.
'Detective Game' is a single level Explorative Mystery VR game driven by environmental storytelling through a crime scene. The game was designed for Oculus Rift (VR) under a focus of "exploring how game environments and mechanics can be shaped around the key elements of a VR experience."​
In the game, the player explores a neon sign workshop, interactively searching on, around, under, and inside of various objects throughout the environment to find clues that connect pieces of the crime's timeline together, compiling evidence to send the suspect in holding to prison.
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Personal Roles in Project: Lead Game Designer, Level Designer, [Neon-Light] 3D-Object Modeler, Narrative Lead, Voice Actor
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Tools used for Project: Unity Engine, Adobe Illustrator
(Jan 2020)
This 'Basic Breakout' game was the first video game that I ever created.
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Created in a "Game Development II" class while I was at DePaul University in January, 2020, I did all of the programming myself, and drew all of the game art pixel by pixel using GameMaker Studio 2. The sound effects, from what I remember, I found through open source audio websites at the time.
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Personal Roles in Project: Did It All Myself
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Tools used for Project: GameMaker Studio 2, Open Source Sounds
For almost as long as I can remember, I've loved playing video games.
I enjoy the process of how games are made, and the work that goes into each individual part. The invention, the people, and everything in between: that's what got me into pursuing Game Design as a career.
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Within my skillsets, I possess two sides of a coin... creativity on one side, and organizational ability on the other.
At heart, I'm a storyteller, yet being able to plan, delegate, and adapt communicatively in order to keep a team 'firing on all cylinders' is my professional forte. The facilitation of a game's development is something that I find not only fulfilling, but absolutely thrilling.
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