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Level Design: | Technical Design: |
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Underworld Ascendant Puzzle Rooms: Five areas for an immersive sim to support a quest type added post-launch Tools: Unity, Visual Studio C# Roles: Assistant Designer, Senior QA Team Size: 15 – 20 People Development Period: November 2017 – June 2019 (whole game); April 2019 – June 2019 (Update 4) | Underworld Ascendant Gameplay and Scripting: Several examples of scripting in C# for gameplay and automated tools Tools: Unity, Visual Studio C# Roles: Assistant Designer, Senior QA Team Size: 15 – 20 People Development Period: November 2017 – June 2019 |
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Nothing’s Sacred: A stealth level for a Thief-like game Tools: Radiant, idTech 4, Visual Studio, Google Docs, Google Draw Roles: Level Designer, Gameplay Scripting Team Size: Myself Development Period: June – November 2016 | AI Programming Examples: Examples of steering, pathfinding, and state machines Tools: C++, C#, Unity, Google Draw Roles: AI Programmer, Enemy Designer Team Size: 3 total on State Machine, myself on all others Development Period: Various |