Star Wars: The Old Republic
Star Wars: The Old Republic is a massively multiplayer online role-playing game (MMORPG) based in the Star Wars universe's Old Republic Era. Players join as members of either of the two main factions – the Galactic Republic and the Sith Empire, and play through class stories, dungeons, raids, PvP and many other open world MMO features.
www.swtor.com/
Personal Contribution: Level Design, Encounter Design, Quest Design
www.swtor.com/
Personal Contribution: Level Design, Encounter Design, Quest Design
- Created whitebox/blockouts of the levels to achieve gameplay and narrative goals. Worked closely with environment to iterate on level so the final product maintains design/narrative goals while allowing for art team to have freedom to create
- Prototyped, pitched, and developed enemy encounters and boss fights to fit the theme and goals of the levels and provide an engaging and memorable experience
- Balanced and tuned enemy encounters and boss fights utilizing balance sheets, and feedback from team playtests
- Designed and scripted quests, dungeons, and levels to provide gameplay objectives that contribute to furthering the story and collaborated with multiple disciplines to implement them properly
- Collaborated with the rest of the design team to develop new game systems and features or improve previous systems to solve problems
- Contributed to planning the narrative and story writing of the game by providing ideas and feedback to the writing team
Crisis on Umbara
A Traitor Among the Chiss
The Nathema Conspiracy
Secret Life of Pets Unleashed
The Secret Life of Pets Unleashed is the match-three mobile game based on the hit movie from Illumination Entertainment, The Secret Life of Pets. It features various objectives, obstacles and puzzles as you play through chapters and unlock more pets.
Google Play Store
Apple Store
Personal Contribution
Google Play Store
Apple Store
Personal Contribution
- Designed level geometry and puzzles with varying objectives, difficulty, obstacles and board layouts
- Wrote specifications for future features and presented them to the team for implementation
- Collaborated with the design team to conceptualize with the gameplay, mechanics, and design pillars of the game.
- Balanced the difficulty of each levels to meet difficulty curve through rigorous test data analysis
Teddy Bear Heroes
Teddy Bear Heroes is a match three game for mobile devices. It was developed as a fund raiser for the non-profit organization, Operation Underground Railroad, who's mission is to rescue children from sex trafficking. The game features six unique bears, each with different powers that can assist players in completing levels. Players can choose which bear to use before each level.
Google Play Store
Apple Store
Personal Contribution
Google Play Store
Apple Store
Personal Contribution
- Designed and balanced the six unique character power players could choose for each level.
- Created level geometry, match patterns, spawn patterns, challenges, and power ups for the game.
- Balanced and tuned each level and power ups so the game could follow a difficulty curve we determined.
Super Dungeon Bros
Super Dungeon Bros is a cross platform co-op dungeon crawler where players must navigate dungeons across three worlds
Players can also enter the arena to fig ht against their friends in death match modes or join together in horde mode to fight off as many waves of enemies as they can.
http://www.superdungeonbros.com/
Personal Contribution
Players can also enter the arena to fig ht against their friends in death match modes or join together in horde mode to fight off as many waves of enemies as they can.
http://www.superdungeonbros.com/
Personal Contribution
- Designed procedurally generated levels and enemy encounters for core game, includes puzzle, battle, and platforming challanges and made sure each level fit the gameplay theme of the world they belonged to.
- Designed and tuned all the weapon functions and performance for core game and DLC weapons pack
- Designed and balanced the upgrade tree for each weapon
- Assisted in design for core gameplay mechanics
- Designed PvP and horde mode gameplay and arenas in for DLC
- Heavily assisted on performing QA for the game, logging in bugs and fixing many of the design related ones
Reload 360
Reload 360 is a multiplayer first-person arena shooter along the lines of Quake and Unreal tournament. Utilizing a 360 Field-of-view and and wallwalking, it allows the players to see, go and shoot anywhere. The goal of the game is to make players understand combat in a true 3D space, such as you would in a space station.
Personal Contributions:
Personal Contributions:
- Designed core game play mechanics
- Designed and tuned player movement and weapons
- Designed , whiteboxed, and tested levels
Rubic's Journey
Rubic's Journey is a game created in 48 hours during Global Game Jam 2015. It is a puzzle game that takes place on the sides of a cube. The player can only move left and right on the sides and must rotate the cube to navigate around obstacles. The player must collect all the pieces of the key to win. The goal of the game is to make a puzzle/ navigation game where the player must move not only their character but also the environment to complete the game.
Personal Contributions
Personal Contributions
- Designed and tuned the puzzle/levels and core gameplay mechanics
Troncano
Troncano is a first person puzzle game prototype where the player has the ability to push and pull off of objects. The player uses this to platform around the interior of a volcano and collect gems without falling into the lava.
Personal Contributions
Personal Contributions
- Designed the core game play mechanics
- Designed and constructed the level
Lightrunner
Lightrunner is a reverse shoot 'em up scrolling game prototype. Block laser beams from the enemy with the light trail your character leaves while he runs. You must match the colors of your trail to the laser beam to block the shots. Lightrunner is a reverse shoot 'em up game where instead of shooting waves of enemies, you block waves of lasers with the trail your player leaves behind. Also you must match the color of your trail to the laser trail to block the shots. The goal of the game was to create a game the provided the same, fast paced, twitch experience that shoot'em up and bullet-hell games usually have but without doing the shooting yourself.
Personal Contributions:
Personal Contributions:
- Designed core gameplay mechanics
- Composed background track