Multiplayer Level Design
This level, as well as the next, were both developed for a competitive, hero-based online shooter. Working within strict lore and mechanical restraints was a tremendously educational experience, and even though the levels themselves ended up being scrapped they still stand out as stellar examples of my ingenuity and design process.
The ObservatoryThe level itself was primarily inspired by renaissance-style architecture, specifically the Basilica of Maria Novella and Sydney's Observatory. The level went through multiple iterations, but was designed to be perfectly symmetrical in keeping with the existing gameplay loop of the title.
Interested in taking a closer look at this level? Here is a larger compilation of screenshots and references used for developing this level: |
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The Desert RuinsLike the previous level, this was designed with symmetrical play in mind. The more desolate design that comes with a half-buried desert town lent itself to multiple pathways and avenues for movement. Players traverse fallen pillars and ruins that have begun to decay, allowing for a less rigid layout than The Observatory.
For the building aesthetics, I drew heavily from the gothic revival- the pillars in the center, for example, were modelled after St. Peter's Cathedral in Australia! As with The Observatory, you can see more about this level here: |
Single Player Level Design
This level was designed as part of a quarantine pet-project seeking to capture the feeling of Metroid Prime. To that end, I designed multiple smaller, interconnected 'rooms' which could be explored freely at the leisure of the player. Metroidvania-titles have always been a favorite of mine. I found myself at home with the more organic design constraints in comparison to my previous multiplayer work.
The Fae ForestInterconnectivity was the aim of this level. Unlike much of my previous work, this design created many smaller spaces and connected them to form a single, large overworld.
For theming, I decided to draw primary inspiration from fantasy and European folklore, specifically the Arthurian mythology of Brecheliant, as well as the Lost Woods from the Legend of Zelda series. For fun I ended up writing out an entire prospective design document for this project. If you're interested in seeing how I organize my ideas, check out the link below: |
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In contrast to many of my more combat-centric designs, this was part of a personal project I developed inspired by The Knock at the Manor Gate by Franz Kafka. This level was designed to carry multiple small puzzles, which the player solves with the help of a dialogue system wherein they can discuss their surroundings with an NPC through a crack in their cell walls.
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The Lockless CellWith combat completely removed, I entirely changed the manner in which I perceived my design process. I asked myself what objects could be used in multiple ways for puzzle solving, and built the room to accommodate using regular items in novel ways to proceed.
This gameplay loop also gave me the opportunity for some fun, dreamlike dialogue. In keeping with the original story, the conversations with the inmate are consistently vague and don't always make logical sense. This design featured multiple rooms, puzzles, and pieces of dialogue. If you're interested in seeing more of any of those, you can find the design sheet here: |
Game Writing
This was a project I worked on in 2020 alongside some old friends from college. It was pitched as a walking simulator similar to Gone Home, but with a supernatural twist! I worked as the lead writer for the project, and was responsible for providing twenty-six separate notes that can be collected by the player, as well as overseeing story/gameplay integration.
The Machen EstateIn the Machen Estate, the player finds themselves trapped in a dilapidated house which has been locked from the inside. Papers are strewn across all three floors, and many of them refer to a mysterious ring of mushrooms in the basement. As the player collects the notes, they begin to discover the fate of the missing Elizabeth Lewis-Jones as well as the supernatural infestation within the old home.
One particularly fun element of this project was writing notes in the voice of Elizabeth, who's character profile indicated she was an aspiring poet. For authenticity I read poems written by various elementary and middle schoolers, and tried to give her writing a quality that evoked the impending angst of adolescence. Want to check out all of the writing I did for this project? Here's the official journal documentation: |
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I produced this short title in 2019 based initially on a Nanowrimo idea! I had been reading a lot about Arthurian legend at the time, and wanted to try my hand in a more medieval setting. Working in second person is rare, and it was interesting trying to put the players into the mindspace of the protagonist, Guiniyera, and letting them see the world through her eyes.
In RemembranceThe framing of this game came directly from the idea that history is written by the victors. The player makes their decisions, and then is told how the battle ended through a secondhand play generations later.
The prose itself drew a lot of inspiration from high-fantasy I was reading at the time, chiefly A Song of Ice and Fire and The Kingkiller Chronicles. If I were to revisit this project, I think I'd expand the buildup to the battle, and the play itself. It could be fun to see how different characters are interpreted in the play depending on the outcome of the battle. Want to play the game? Check it out here: |
Artist
In 2023, I was hired to be the staff artist for the 3D-printing novelty company JennerikProducts. The company, which specializes in custom 3D printed merchandise, had me produce multiple designs to be printed and sold on demand to their clients. I was also in charge of creating art for specific clients who wanted particular characters or scenarios drawn for printing.
JennerikProducts.When working for JennerikProducts, I was asked to do one of two things:
The first is to produce a stream of general posters, designed for the 3D printing software they use to grant the 2D drawings a 3-dimensional model. These posters can be of anything- typically I communicate with the CEO directly with my ideas, and he gives me the go ahead to produce the piece from there. The second is when a client wants a commission done of a specific character or situation. In this case, the CEO contacts me with the specifics of the request, and I send progress of the piece for feedback/changes as it proceeds. |
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My first professional exposure to game design was as a character designer for Sunstone Games. The company was developing a TCG starring monsters inspired by classic kaiju cinema. I began as a volunteer character designer, before eventually being brought onto the staff as a narrative designer, on-staff artist, and ultimate to work with the CEO to design a character for their 3D fighting game!
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Colossal Kaiju CombatThese images all hold a tremendous place in my heart as some of the first pieces I ever produced for a company to use in a game. These are samples of the art I provided to be printed alongside such tremendous artists as Frank B. Washington and Matt Frank.
My role on the project was small; I was tasked with producing simple drawings for cards that served to power up a player's monsters or initiate events. The prompts I was given ranged from "alien world" to "power crystals" to "mana." Nonetheless, I was honored to begin my work in such a fashion. While my art has changed much in the interceding years, I'll never forget my days as a high school student, scribbling on my Wacom tablet and dreaming of one day making this a career. |
The Hobbies
It should be apparent to you by now that I absolutely abhor sitting still. I simply don't feel like myself if I'm not creating or drafting something. In order to keep my creative muscles trained and ready for my professional work, I continue to hone my skills even off the clock. Here are my two favorite ways to exercise my creativity outside of game design.
Personal ArtThere are few things I enjoy as much as drawing. Not a day goes by that I'm not jotting down an idea for a sketch or a doodle in my phone and fantasizing about getting home to make it a reality.
For me, art is incredibly relaxing, nothing calms my nerves after a stressful day like time with my graphic tablet, letting the creative juices flow. If you're interested in seeing my art as I post it, be sure to check out my Instagram! It's updated real-time with pieces as I finish them: |
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Sometimes even I need a break from visual mediums. Art and design are my bread and butter, but it's good to step back and remind myself that you don't need striking visuals to tell a compelling story. Since my Elementary school years, I've delighted in writing short stories and novellas. While I don't plan on publishing them (unless, perhaps, as a compilation some years from now), they serve as a wonderful creative outlet. Many stories I write go on to become inspiration for future projects.
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Short StoriesDrawing from my creative inspirations, I find myself gravitating towards horror and dark-fantasy in my writing. The works of H.P. Lovecraft, Arthur Machen, Shirley Jackson, and Stephen King all inspire me in this regard. I delight in sending my stories to friends and reading them aloud, hoping to see that jolt of fear upon their faces as the monster finally emerges into the light.
If you're curious about any of these stories, or just want to get a feel for my writing, here's a few of them compiled into a zip folder: |