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Level Design:Technical Design:
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
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