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Enemy/AI Design
Narrative Design

FPS Enemy Design Samples

Pathfinder RPG Module

Collection of Short Stories

Interactive text adventure

Level Design
A.S.A.M.

A.S.A.M. was a solo FPS project I created using UE4.  It was a wave-based shooter in which the player is able to buy 'abilities' in-between rounds to customize their kit.  Things like double jump, or throwing fireballs, etc.​

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Planetary Pest Squad
Planetary Pest Squad

Planetary Pest Squad is a competitive couch co-op game where players hop from planet to planet, killing alien pests, and competing for the highest score.

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It is a team project that I was brought on to work on Enemy and Boss AI.  I worked alongside an AI programmer to create the underlying systems and eventually create the behaviors seen in the final game.

ASAM
Planetary Pest
Backfire

Backfire is a solo project I created focusing on competition.  It started with an initial idea of having a competitive game with ricocheting bullets as the main mechanic.  Oddly enough I originally pictured it as having a more strategic and methodical pacing rather than the action paced, high intensity gameplay I ended up with.  Testing revealed that people preferred a high mobility style which lent itself against being able to accurately predict your enemy.

Backfire
Cube Commando
Cube Commando

Cube Commando started out as a pitch I had made to a 4-man team for a year long project.  After we decided to go for a less mechanical driven game I shelved the idea.  Later, despite the scope I decided to go ahead and take a crack at it as a solo project and Cube Commando was born.  A game where you fly around in space, blowing up ships from the inside-out, with decompression effects, and laser beams included.

Hereafter was a team project using Valve's HTC Vive.  We are building a poetic experience that takes place on a ship the player becomes stranded on.  My roles on the team were Team Lead, Creative Director, Gameplay Developer, and Art Producer.  The project is slated for completion April 2017.

Hereafter
Hereafter
MoonFall

MoonFall was a team project I worked on with a team of two other designers in the Fall 2014/Spring 2015 semesters.  I was both the team's Lead Designer and Technical Specialist, switching between combining all three of our vision of the game the best I could into a coherent whole, while scripting the majority of the game in Python.

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