Game Portfolio
Quality Assurance Trailer
August 2022 – April 2023
Quality Assurance is an open-ended, satirical sandbox game set in an office space environment, where you are tasked with “testing” a series of bizarre sci-fi products throughout your shift.
Role: Lead Designer
- Wrote the Game Design Document
- Designed the Core Gameplay Mechanic and Loop
- Designed Win and Lose Conditions
- Designed all Clipboard Tasks (player objectives)
- Designed the HR System
- Designed the Mega Murphy Boss fight
- Created all UI layouts, including the majority of their functionality
- Created the Office map layout
- Placed and orientated a vast majority of structures, objects, and NPCs
- Helped concept and design all five Products (wacky weapons)
- Set the scene lighting
- Collaborated with others towards a shared vision
Cavernous Dark Trailer
August 2021 – December 2021
Cavernous Dark is a top-down 2D horror game where the player is stranded in a monstrous cave with a flashlight as their only source of vision.
Role: Producer & UI/UX Designer
- Designed Core Gameplay Mechanic and Loop
- Designed and Implemented the introduction reading and first cutscene
- Designed all UI layouts
- Helped concept and design gameplay events
- Helped concept and design both enemy types
- Helped concept and design the overall plot
- Organized the team
- Assigned tasks
- Collaborated with others towards a shared vision
Full In-Game Tutorial
August 2020 – December 2020
The Dark Adventures of Slimey is a black and white, 2D side-scroller platformer, where Slimey traverses through areas filled with guards in a search for gold.
Solo Project
- Wrote the Game Design Document
- Designed the Core Gameplay Mechanic and Loop
- Designed, Implemented, and Programmed everything in the game (excluding sound and music creation)
- Created all unique Art Assets
WIPs
Boss Fight Clip
Project Gladiator
Late May 2023 – Mid August 2023
Project Gladiator is a prototype for a rougelike where you are a gladiator pitted up against monsters in a fight to the death. Players can make use of the weapons scattered on the ground and wounds (crit spots) on the monster to deal more damage. Players have a chance to create wounds by throwing their weapon into the boss, having it lodge inside, and ripping it free. The small lines are debug rays showing the player’s weapon swing and the movement of the boss.
Solo Project
- Wrote a work-in-progress Game Design Document
- Designed the Core Gameplay Mechanic and Loop
- Designed, Implemented, and Programmed everything in the prototype
- Experimented with First Person Melee Combat and Critical Damage Spots