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Solo Projects

Robots with Guns

Rogue-like Tower Defense

[NAME] is a short, rogue-like tower defense game I made during my senior year at DigiPen to gain additional experience with game balance and procedural gameplay.

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Spaceship Landing on Earth

Deckbuilder

[Deckbuilder] is a simple deckbuilding game I made during my junior year to push my system design and technical capabilities.

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Playing Video Game

Project Celidonius

Project Celidonius was an independent resarch project I created at DigiPen to explore using virtual reality as a therapy and recovery tool to help rehabilitate users with non-total cortical blindness. Unfortunately, Celidonius was postponed due to the COVID-19 pandemic and cancelled when I graduated from DigiPen.

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Nintendo Switch

BLINK

BLINK is a barebones 2D platformer (splatformer) inspired by Dishonored's teleport mechanic and Super Meat Boy made during my sophomore year at DigiPen.

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Experience

May 2021 - July 2021

Associate Game Designer
KooApps

  • Bring features from conception to release

  • Write and maintain design documentation

  • Work collaboratively with game director, other designers, art team, dev team

  • Plan and manage releases with remote, international teams

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Aug 2020 - April 2021

Game Design and Production TA
DigiPen Institute of Technology

  • Conduct weekly check-ins with assigned student teams to provide feedback and inform professors on team status

  • Playtest weekly builds to offer targeted design advice on recent changes and project direction

  • Support teams without designers with creating strong core game loops and multiple engagement arcs

  • Assist teams with design and production issues as needed

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Jan 2020 - May 2021

Game Designer and Producer
Metamorphos (Academic)

  • Balance combat systems to create dynamic choices and interesting moment-to-moment gameplay using Microsoft Excel to create a simple pipeline and analyze combat systems

  • Collaborate with programmers to define in-game telemetry and analyze results to allow for data-driven iterations on systems

  • Work closely with animators and VFX artists to refine enemy and player attacks to create strong signifiers and feedback

  • Facilitate team by leading weekly meetings, reducing non-development overhead, and refining communication methods

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Aug 2019 - Jan 2020

Game Designer and Producer
Mu and the Little Reef (Academic)

  • Led design meetings to focus gameplay on central systems and reinforce core game loop

  • Created and tuned movement systems to promote underwater feel and player immersion

  • Coordinated with designers, programmers, and artists to make sure feature and content deadlines allow enough time for testing

  • Designed surveys and playtest methodologies to allow for rapid iteration of core mechanics during pre-production phase

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Aug 2018 - Apr 2019

Game Designer and Design Lead
Robot Rocket Rumble (Academic)

  • Collaborated with programmers to define physics-based combat systems and pipeline for rapidly iterating in custom engine

  • Rapidly prototyped game mechanics during pre-production that led to major gameplay shifts and solved major usability issues

  • Created heat maps from playtesting to inform level design decisions

  • Led design meetings to review collected metrics, create design guidelines, assign tasks, and provide feedback

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Placeholder: CV

Check out my resume here

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