MAIN PROJECTS
As a senior level/world designer I am responsible for planning, conceptualizing, grayboxing, testing, and polishing the open world of Gray Zone Warfare including 100s of small, medium, and large locations.
Role(s): Senior Level/World Designer
Team Size: Various (Company size: 100+)
Development Period: 3 years (Ongoing)
Tools: UE5, Jira, Atlassian Suite, Miro
Platform: Desktop
High-stakes PvE-first open-world tactical shooter developed for PC.
Gray Zone Warfare
As a product designer on the ID engineering team I was responsible for creating the user authentication & identification flow for the financial product ecosystem provided by the company.
Role(s): Product Designer, Project Manager
Team Size: Various (Company size: 2000+)
Development Period: 2 years
Tools: Figma, Jira, Atlassian Suite
Platform: Desktop & Mobile
Authentication & identification system deployed across the whole company ecosystem.
Teya
As the lead producer for over 30 developers working on an educational game with NASA I was responsible for progress reports, backlog grooming, tracking of KPIs, and shareholder presentations.
Role(s): Lead Producer
Team Size: 30
Development Period: 6 months
Engine: Unity
Platform: Mobile (IOS, Android, Windows)
Unannounced mobile app developed for the LSP division of NASA under Full Sail University.
NASA Mobile Game
As a lead designer on Shattered Ligths I was responsible for a team of 5 designers in terms of setting vision, creating work pipelines, maintaining documentation and building a large portion of the game.
Role(s): Lead Designer
Team Size: 19
Development Period: 10 months
Engine: Unreal Engine 4
Platform: PC (HTC Vive Pro, Oculus Rift)
A one-of-a-kind, room-scale VR horror game developed for the HTC Vive Pro and Oculus Rift.
Shattered Lights
As a design intern on Taxi Chaos I was responsible for planning out, grayboxing, testing, and iterating on a large portion of the game's map. I also maintained a sizeable portion of the design documentation.
Role(s): Design Intern (Level, Gameplay, UI/UX Design)
Team Size: TEAM6 Game Studios (25-35)
Development Period: 6 months
Engine: Unreal Engine 4
Platform: Nintendo Switch, Xbox ONE, PS4, PS5
A light-hearted, arcade-like, open-world racing game developed as an homage to Crazy Taxi.
Taxi Chaos
As a tech designer on Ghost Game, I was responsible for implementing many of the game's mechanics related to hunting the ghost and escalating horror elements as well as the intro cinematic.
Role(s): Producer, Tech Designer
Team Size: 9
Development Period: 2 Weeks
Engine: Unreal Engine 4
Platform: PC
First-person, single-player, horror game demo set in a victorian era mansion.
Ghost Game
As a producer on Side-Tracked I was responsible for maintaining our agile workflow through Scrum. Handling daily standups, sprint planning, backlog grooming, and retrospectives.
Role(s): Producer
Team Size: 18
Development Period: 8 Weeks
Engine: Custom Engine
Platform: Nintendo Switch
Top-down, Co-op shooter game developed for Nintendo Switch in a custom engine.
Side-Tracked
As a level/gameplay designer on Captain Canada I was responsible for grayboxing, testing, and polishing a puzzle-based level for the game as well as maintaining documentation on the whole project.
Role(s): Level/Gameplay Designer
Team Size: 4
Development Period: 8 Weeks
Engine: Unreal Engine 4
Platform: PC
First-person, platforming - puzzle game developed for PC.
Captain Canada
As a level/gameplay designer on Babooms I was responsible for creating the overall level layout and gameplay flow for the game as well as maintenance of the game desing document.
Role(s): Level/Gameplay Designer
Team Size: 12
Development Period: 8 Weeks
Engine: Unreal Engine 4
Platform: PC
Asymmetrical, multiplayer combat game for 4 players that try to blow each other up using hidden bombs and traps built for PC.
Babooms
ADDITIONAL WORK
Producer of a mobile platform game created in a game-jam style project in a team of 8 people over two weeks.
Propellorse

Producer on a two-week game-jam style project in a team of 8 people utilizing a custom-built controller to balance a character on a barrel.
Barrel Roll

Designed and built an Unreal Tournament map for beginner to intermediate players over a period of 8 weeks.
Unreal Tournament Map









