Death by Oil (Fall 2018)
Designer | Lighting

A tank game where the player pilots a mechanical tank-walker in a war for resources. As a designer I worked on tuning the combat gameplay and feel of the tank controls. I organized playtests and frequently worked with the programming team on QA-related tasks. I also designed much of the SFX and VO barks, as well as the lighting and post-processing effects.

Ransacked (Spring 2018)
Lead Designer

A thieving game where the player’s bag can hold an infinite amount of items, but still carries the weight. I designed and implemented the spawning systems for populating houses with loot and all the gameplay values for the lootable items. As a lead, I reviewed art and level design assets for consistency with visual and gameplay themes established in our documentation.

The Cure (Fall 2017)
Combat Designer

A twin-stick shooter where the player’s health is a timer, ticking down as they expose themselves to an airborne zombie virus. I designed much of the gameplay content (gear, modular weapon crafting, enemy types & behaviors) surrounding combat encounters and scripted the enemy waves 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 prior to the jam. I designed gameplay elements like speed boosting and the rate of solar flares obstacles spawning. I also designed and implemented the solar-themed lighting and post-processing effects.

Robotnaut (Fall 2016)

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