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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 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 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, Scripter

Team Size: Myself

Development Period: June – November 2016

 AI Programming Examples: 
Examples of steering, pathfinding, and state machines

Tools: C++, C#, Unity, Google Draw, SVN

Roles: AI Programmer, Enemy Designer

Team Size: 3 total on State Machine, myself on all others

Development Period: Various