About:
Using the Unreal Engine 5 Lyra starter project, I created a 2v2 deathmatch map for the "Elimination" game mode. Set inside an under-construction skyscraper, the Site Managers (Red Team) have to duke it out with the construction site Squatters (Blue Team) to see who truly owns the build site!
Role: Level Designer
Team Size: Solo
Engine: Unreal Engine 5
Platform: PC
Dev Time: 2 Months
Timeframe: Jan - Mar, 2023
My goal for this map was to use the Lyra framework to try and create a tiered, 3-floor map, in which each floor offers the player with a different combat experience. I also wanted to experiment with having different floors of a build focused around different types of combat, with the distance of encounters increasing with height.
For Struction, I contributed all work on the project including conception, documentation, prototyping, and implementation for all content beyond the base Lyra content.
About:
The player takes on the role of a C.I.A. operative tasked with preparing for an upcoming assassination that was predicted using the C.I.A.’s supercomputer simulator. Using the simulator’s precognition and clones of themselves, players must locate the assassins, and kill them before they can kill their target. However, they only have one bullet, so to complete the mission the player must use their clones to kill the assassins as quickly and efficiently as possible.
Role: Product Owner/Lead Designer
Team Size: 8
Engine: Unity
Platform: PC
Dev Time: 2 Months
Timeframe: Jun - Aug, 2023
My goal for this game was to prototype a first-person shooter puzzle game where the player is able to create clones of themselves that copy the player's orientation and rotation when created. Using these clones I wanted to task the player with locating enemies in a city environment, and finding the most optimal positions to take them all out using their clones.
For Doppelganger, I was in charge of leading our team meetings and creating all design documentation, and visual concept aids. I used these documents and visual aids to help express my concept to my team as thoroughly as possible. I also documented, designed, and implemented two of the game's levels, and all puzzle variations for both.
About:
In Thing and Fist players can choose to play as Thing, a speedy mage that fires bolts of lightning to fry his foes, or as Fist, a golem that sends enemies flying with his massive stone arms. Each player will take on one of these two roles and use their unique abilities in tandem with their partner to battle their way through two distinct levels populated with nefarious enemies, quirky NPCs, and tricky traps that players can use to get an upper hand.
Role: Systems/Level Designer
Team Size: 16
Engine: Unity
Platform: PC
Dev Time: 6 Months
Timeframe: Jan - Jun, 2024
My goal for this game was to provide more immersive gameplay through the use of interactive level entities. These entities include stage hazards, collaborative minigames, etc. On top of this, I also wanted to help keep my team's management by helping to assign designers their tasks as well as fostering communication amongst my team
My original contribution to the project was the design and creation of the game's "Bank Heist" level, as well as designing 20+ accompanying interactive entities. After becoming Lead Designer I shifted to managing designer meetings, helping to manage multidiscipline meetings, as well as helping other designers keep the design of the game consistent with documentation.
Role: Product Owner/Lead Designer
Team Size: 10
Dev Time: Ongoing
Engine: Unreal Engine 5
Platform: PC
Timeframe: Start: May, 2024
Untitled Horde Shooter (UHS) is a first-person online co-op horde shooter where players work together to navigate through hordes of enemies to reach the end of levels. UHS has a heavy focus on diegetic and reactive gameplay, resource management, and team coordination. Managing all of this is an AI Director who constantly keeps track of players and manages enemies to help make each encounter feel dynamic and realistic.
My primary goals for this project will be to design and implement the game's combat, AI, enemies, and levels while creating in-depth documentation to communicate my concepts to my team as efficiently as possible. I will also provide support in directing the creation of art and sound assets to help keep them cohesive to the intended player experience.
About:
Using Counter-Strike 2 as a base, I am creating a 2v2 map for the "Wingman" game mode that is set in a derelict Borscht Belt resort in the Catskills region of upstate New York.
Role: Level Designer
Team Size: Solo
Engine: Source 2
Platform: PC
Dev Time: Ongoing
Timeframe: Start: October, 2024
My goal for this map is to teach myself the ins and outs of Hammer 5, the new level editor introduced for the game engine Source 2. Due to the editor's similarity to that of traditional modeling tools like Blender, I want to give myself an excuse to learn a new tool while also testing myself with a style of level editing that I am unfamiliar with.
For Borshct, I am contributing all work on the project including conception, documentation, prototyping, and implementation for all content beyond the base Counter Strike 2 content. I am also currently talking with a peer about hopefully contributing custom models to the map.
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