AFTERMOOR 0:23 (formerly "Spirit City")
Systems Design, Level Design, Enemy Design, Gameplay Programming
Solo Project | PC | Unity3D | 7 Months | 2019 


UTOMAH 1:09
Systems Design, Boss Design, Creative Director, Gameplay Programming
11-Person Team | PC | Custom Engine | 1 Year | 2017


OKYULO 1:49
System Design, Level Design, Enemy Design, Gameplay Programming
4-Person Team | Mobile | Unity | 5 Months | 2018

 

THE GOD PARADOX 2:23
Level Design, Systems Design, Narrative Design, Gameplay Programming
Solo Project | PC | Unity | 6 Months | 2017 


AUTOCORRECT SIMULATOR 3:09
UI/UX, Narrative Design, Systems Design, Gameplay Programming
Solo Project | Mobile | Unity | 3 Months | 2018 


MIKA 3:39
Systems Design, Level Design, Narrative Design, Gameplay Programming
5-Person Team | PC | Custom Engine | 4 Months | 2016

Recent Project

Documentation Samples

(Click to download)

Game Design Documentation

A GDD / Product Specification I wrote for Super Mario Run as part of a design test for Nintendo. The task was to describe how Mario is controlled in the game as implemented, as well as his behavior, characteristics, and traits.

Character Balance Spreadsheet / Simulation

A Monte Carlo simulation I created in Excel for a hypothetical game. The user can modify the stats of characters and equipment, what equipment each character uses, and what characters are on each team. The spreadsheet then simulates how a fight (or 1000 fights) between the two teams would play out, allowing the user to balance the different characters and equipment.

 

Level Design Maps

Maps of two of the levels in Spirit City, with explanations of the flow through each level and reasoning for different decisions.

Design Samples

Aftermoor

Systems Design, Level Design, Enemy Design, Gameplay Programming

Solo Project | PC | Unity3D | 7 months (so far) | 2019

The game mixes elements of combat and platforming into a unique experience. You use a magic bow to hook onto enemy projectiles and then steer them back at the enemy to deal damage. Your goal is to reach the top level of the city so that you can return to your body in the mortal world.

My Contribution:
Solo Project. Some notable accomplishments:

➤   Crafted core mechanics and a combat system involving physics-based rolling.

➤   Created multiple enemies including AI, attacks, and procedural animation.

➤   Designed 3D levels with interconnecting paths, platforming, and combat encounters.

➤   Developed a custom animation system that merged procedural and traditional animation.

 

Utomah

Systems Design, Boss Design, Creative Director, Gameplay Programming

11-Person Team | PC | Custom Engine | 1 Year | 2017

A boss-rush game in which the player uses a parasite attached to their head to grapple around the level and stab at enemies.

 

Won Best Sophomore Game and was showcased at PAX West 2017.

My Contribution:

➤   Created 3 bosses, using procedural animation for their behavior and attacks.

➤   Designed and implemented the core combat system, mechanics, and enemies.

➤   Served as creative director and wrote game design documentation.

➤   Developed and iterated on a prototype for the game in Unity.

 

okyulo

Systems Design, Level Design, Enemy Design, Gameplay Programming

4-Person Team | Mobile | Unity | 5 Months | 2018
 

A mobile game in which you drag your finger to slingshot in different directions and into the enemy's weak spot. The game features a single enemy whose attacks evolve from level to level.


My Contribution:

➤   Developed movement and combat using only single touch input.

➤   Crafted multiple levels where you fight an enemy that evolves from level to level.

➤   Designed and animated the core enemy and all its attacks.

 

the god paradox

Level Design, Systems Design, Narrative Design, Gameplay Programming

Solo Project (except audio) | PC | Unity | 6 Months | 2017
 

An action-rhythm-puzzle-platform game that will test your skills and your patience as the game’s developer talks you through each screen.

Released on Steam and showcased at Seattle Indies Expo (SIX).


My Contribution:

Solo Project (except audio). Some notable accomplishments:

➤   Authored and implemented a narrative including multiple 2D cut scenes.

➤   Designed 100+ single-screen levels with patterns the player must learn to proceed.

➤   Developed various mechanics that synced with the beat of the music.

 

autocorrect simulator

UI/UX, Narrative Design, Systems Design, Gameplay Programming

Solo Project | Mobile | Unity | 3 Months | 2018
 

An interactive narrative game where you play as autocorrect and meddle in a conversation. You can learn new information and rewind time to discover new conversation branches. This video (left) shows footage of the PC version, but the game was also playable on Android in portrait mode.


My Contribution:

Solo Project. Some notable accomplishments:

➤   Developed a UI simulation of a text conversation where the user plays as autocorrect.

➤   Created a system where the player can learn new information and rewind time.

➤   Authored a narrative with two characters that each have hidden motivations.

 

mika

Systems Design, Level Design, Narrative Design, Gameplay Programming

5-Person Team | PC | Custom Engine | 4 Months | 2016
 

A metroidvania platformer where the player uses a boomerang-style weapon to defeat enemies and bosses. Travel between the past and the future to thwart an evil corporation and save the world.

Won Best Freshman Game and showcased at PAX West 2016.


My Contribution:

➤   Developed the combat system, including 3 weapon types and several enemies.

➤   Designed and balanced a skill tree including weapon and stat upgrades.

➤   Crafted the game’s levels, including 3 linear dungeons and a linear over world.