Death by Oil (Fall 2018)
Designer| QA | Lighting

A vehicle combat game where the player pilots a mechanical tank-walker in a war for resources. I worked on tuning the combat gameplay and feel of the walker movement and cannon firing. I organized playtests and worked with the programming team on ad-hoc QA tasks. I also designed the tank SFX and character barks, as well as the lighting and post-processing effects.

Ransacked (Spring 2018)
Lead Design

A stealth game where the player’s bag can hold an infinite amount of items, but still carries the weight. I balanced spreadsheet values for 200+ loot items and designed their spawning systems. I also worked as a level / mission designer on the houses featured in the Heist challenge quests. As a lead, I wrote design documentation and worked with the art team on visual gameplay elements.

The Cure (Fall 2017)
Combat Design

A twin-stick shooter where the player’s health is a timer, ticking down as they’re exposed to an airborne virus. I designed much of the combat gameplay and a scaling gun crafting system. I also scripted the encounter waves and enemy behavior in C#.

Game Jams & Smaller Works

Solar Wind Surfer (Fall 2018)

Indie Galactic Game Jam 2018 (2nd place winner)
An endless runner that takes place on the surface of the sun. The game’s narrative is based on the 2018 Parker Solar Probe that launched a month before the jam. I designed the lighting and post-processing effects for speed boosting and solar flares.

Robotnaut (Fall 2016)
System Design

Indie Galactic Game Jam 2016 (1st place winner)
A top-down spaceship simulator made with the goal of showcasing the risks and benefits of asteroid mining. I designed equations for the elemental composition of asteroids by referencing official NASA documentation and engineers who were at the event, as well as a tool upgrade tree for the mining satellite.