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Games

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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(Jan. 2022 - June. 2022)

Project Stats: 20 weeks, 8 team members, 228 asana tasks

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'SLIMETIME' is a third-person platformer loosely crossbreeded within the realms of Crash Bandicoot and Sonic Unleashed, which tasks players with navigating treacherous terrain in efforts to lead 'Red,' the game's antagonist--the ancient and escaped, cannibalistic Slime--back to the deep, mysterious cage it was previous locked inside. 

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Personal Roles in Project: Project Manager, Design Lead

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Tools used for Project: Unity Engine, Perforce, Asana

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(Sep. 2021 - Nov. 2021)

Project Stats: 9.5 weeks, 8 team members, and 189 asana tasks

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'The Temple Sword,' a fully realized puzzle-level-mod born of scholastic assignment back in September (2021), was chosen as our team’s focus of development within a class headed by Professor Will Meyers, called "Game Modification," at DePaul University.

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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

(Apr. 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

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(Mar. 2021 - Jun. 2021)

'Darkness Rising' was my personal project for a "Solo Game Development" class at DePaul.

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Over a period of 9.5 weeks I concepted the game, wrote the necessary documentation for it, blueprinted, blocked-out, script-coded, playtested, and bug fixed. Additionally to the above mentioned things, I implemented open-source-gathered sounds, which I edited and spliced to fit the project properly, colored and textured objects, added appropriate lighting, scripted UI elements such as various menus, crafted particle effects... the whole nine yards, beginning to end.

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Personal Roles in Project: Did It All Myself

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Tools used for Project: Unity Engine, Unity Store, Pro Tools

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