Gravity Well
7 Months Production
My most recent project, I worked as Producer, Team Lead and as a Game, Level and Narrative designer alongside my fellow colleagues Jonathan Marchand(Idea Creator, Lead Gameplay Design, Level Design, Mechanics) Joshua Friday(Quality Assurance), Jonathan Miller(Level Design, Marketing), Tom Gariti(Prop Artist), Casandra Dijkhoff(Lead Audio Engineer), and Timothy Harvey(Lead Programmer).
Developed under Black Engine Games
Check out the levels I worked on!
Steam Page
Check out our Steam Page below!
Check out my narrative dialogue and recordings for Gravity Well!
Scraps!
4 months production
A student project designed as an Associate's culmination of knowledge, SCRAPS! took the course of 4 months to create based off a light design document, with the first 3 months having designers work by themselves to create one entire level, and in the 4th month having groups of designers come together, join the levels in a fluid narrative and gameplay experience, and work together as a functional team. For Scraps! I acted as team lead, designer of the 6th level, Avery's Harbor, narrative writer for the game and voicing the player character. I worked alongside fellow game designers Jonathan Marchand, Joshua Friday, Timothy Harvey, Dominick Jennosa, and Brian Roberts.
Check out my narrative dialogue for Scraps!
Level design for Avery’s harbor!
Also, Play the game itself!
Lost Baggage
1 month production
A 1 month game jam consisting of my fellow colleague Jonathan Marchand and I. The jam was focused on the concept of "leaving it behind", in which we interpreted as beginning with objects that could assist the player through the game but would at times have to be left behind due to exhaustion. This would close out certain paths for the player, eventually leading them to 4 different minor endings dependent on which item the player has last. The biggest takeaway and learning experience from this project was the use of a locked isometric camera, point and click navigation, basic fundamentals of enemy AI detection and of course the design principles of multiple paths and trying to make each path interesting to encourage multiple playthroughs.
They're taking the fact that you got separated and lost very well, it would seem...
(Apologies for any technical issues!)
ToyPop in 3d
1 month production
Tasked to take an old classic 2D game and to put a modern spin on it, my mind looked past all of the obvious classics and I remembered this little gem, Toypop by Namco. We decided to bring the game into an isometric 3D environment with movement on the keyboard for WASD, and Spacebar to shoot. To add extra bits of flavor not in the original, we included a boss at the end of every level that must be defeated in order to progress further, with a final boss in the 4th level. We found enough time at the end of production to slip in a holiday version (we were building the game in October), which can be selected at the main menu, giving players a neat visual remake.
Click below to play!
2d Space shooter
1 month production
Calling back to a simpler time when games like Galaga were in every arcade and laundromat, this was a fun project focused on creating basic UI design that would change from stored values and update by being hit, losing a life, killing an enemy, and spending ammo. Working on a 2D plane instead of the usual 3D made it easier to code, especially when it came to spawning several enemies and their interactions with the player ship. If not for the time limitation, I would have liked to see this be given more love, especially with what I know now and did not back then.