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Projects

Novel Tactics

 

I worked on Novel Tactics as a developer with a creative team for the Capstone project of my education. As a team, we agreed to challenge ourselves ambitiously and develop a turn-based tile strategy game, where the player controls minions to combat other minions. During development, I contributed to design, documentation, and coding of the game. I programmed the tutorial behaviors, a character's abilities, and some combat and non-combat encounters that appeared throughout play. I also contributed level design and level building.

Humecha

 

On this team project I took on the role of Producer. In effort to organize team efforts I managed To-Do lists and deadlines for portions of the project. Additionally, I contributed to game design documentation for this game design and helped to design the script for the pitch presentation of this concept. I video edited footage for the pitch and was a voice actor for it.

March of Steel

 

I had the opportunity to co-develop March of Steel with a fellow game developer. Together we planned and designed our gameplay systems and mechanics, coded the project, applied art to it, and worked on debugging. We also conducted a series of play tests to analyze gameplay strategies and identify bugs. We used the results of the play tests to further optimize the gameplay of March of Steel. My main focus during development was level design and building, programming the turn based gameplay systems, and contributing to UI.

My Channel

My Channel

Motion Steal

 

I created game design documentation for Motion Steal and presented the concept as a pitch in a video format. To do this I used video software and uploaded the link to YouTube.

Frogger Family

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I worked with a team in order to create a prototype with the Frogger mechanics. We further expanded on this prototype to build add a few more mechanics and goals to make Frogger a little bit more unique. The end result was a playable version of Frogger family, where Frogger needs to collect enough food and bring it back to his home before time runs out.

PDF

Resource Wars

 

I worked with a team to create documentation for a board game version of resource wars. We also created the documentation for a digital version of this game for PC. In the process we paper prototyped in order to better analyze and test the mechanics for this game.

Saguru Gear project – Art Lead, Editor

 

I collaborated with a talented team to create a playable level build based on the specifications given in a creative design document using Unity. In the Saguru Gear level the player is given a post-apocalyptic environment in Japan to explore, with steampunk elements. Each section was created by a different team member. My personal contribution to this project was to create an interactive Abandoned Village to explore. During this project I used my skills in Maya to create interesting Abandoned Village collectibles for the player to pick up, aided in the programming of the physics puzzles, and created a Mechanical Safe the player can interact with as a featured asset.

Level Layout

Force Grip Controller team project – Testing Lead, Scribe

 

I had the privilege of working with a talented team to design the Force Grip controller. This design was in response to a challenge to create a game controller that could be used with only one hand. After each of us designed our own controllers, we took key features from each of our concepts and implemented them into a collaborative piece. I worked with the team to analyze its usability. Additionally, I was able to create the prototype for testing. A presentation for the Force Grip is available for viewing.

PDF

PDF

Wizard Wars team project – Assistant Producer

 

I had the opportunity to collaborate with a talented team to design the rules for and create a game prototype for Wizard Wars. Wizard Wars is a strategic game in which players capture pieces of opposing players, while building their own arsenal of pieces to use in gameplay. During this project I enjoyed using Maya to render projected aesthetic images of the game pieces, helping to shape the rules and mechanics of the game, and analyzing play-testing results for it. The prototype for Wizard Wars is available for viewing.

Bubble Girl

 

I worked with Unity to design a level for a player to find and collect three pickups as a school project. In the level Bubble Girl, the player, finds three items to help protect the girl before her bubble wears off.

PDF

Island Survival

 

I designed a team based survival game called Island Survival. After creating the rules and mechanics, I created the prototype and conducted a few play tests. From the play tests, I was able to discover changes that were needed in gameplay and implemented them. Further play testing is needed to perfect it, but as of right now my Island Survival Prototype and Postmortem are available for viewing.

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