Goals & Objectives

Title: Treasurebound / Traders Traitors

Role: Team Lead, Designer, Lead Artist

Platform: Tabletop

Software: Photoshop, Tabletop Simulator, Trello

Project Description: Treasurebound / Traitors is a competitive tower defense board game for 2-4 players. I lead a team of 3 developers to collaboratively design and bring this game to a fully playable prototype over 5 weeks. I helped with designing the theme and core systems, team organization, running playtests, and created original artwork for the game board, cards, and title.

Bachelor of Arts - Game Design

Degree Objectives:

1. Prototype and complete original games for multiple platforms following the full game production pipeline.


Title: The Cursed Men & The Stolen Princess

Role: Designer, Concept Artist, Systems Programmer

Platform: PC

Software: Unreal Engine 4.2, Photoshop, Confluence, Trello, Github, Excel / Sheets

Project Description: The Cursed Men is a 2.5D dark fantasy role playing game with the goal of teaching the player foreign languages while you play. Over two semesters in Production Studios our team created a playable demo showcasing Spanish language learning, combat, quests, dialogue with NPC’s, and item/herb gathering. I mainly designed the botany / herbology system as well as implemented the system in-engine. I also designed the UI and Menu concepts, designed the control scheme, and co-designed the combat, magic, quest, language learning, and dialogue systems.



Title: Haunted Mansion Escape

Role: Designer, Concept Artist, Playtest Coordinator

Platform: Tabletop board game

Software: Photoshop

Design Challenge: Create an asymmetrical board game

Project Description: Our small team of 3 designed and playtested a Haunted Mansion Escape game where an adventurer must escape a maze-like mansion while a monster chases them out. I designed the game board and player paths using concept art in Photoshop while others designed the characters and treasure cards. We iterated through multiple design, playtesting, and development phases to land on this fully playable prototype.

Title: BATTLESPACE 3822 & 3823

Role: Solo Developer

Platform: PC / Web

Software: GameMaker, Photoshop

Design Challenge: Create a game using ONLY simple geometric shapes for art. & Polish a game you previously made

Project Description: Using only simple geometric shapes I designed Battlespace: a take on Asteroids for the modern gamer. In Battlespace players float around a map filled with enemies as your guns automatically aim and fire themselves. All you have to do is worry about keeping yourself alive. Weapons eventually upgrade to fight tougher enemies creating a bullet-hell experience.

In the sequel to Battlespace 3822, I took the previous game and polished its art and systems to create a fuller experience. I added a completely new weapon and upgrade system for the ship, as well as more feedback to the ship movement. I also upgraded the UI for the weapon systems and death count. Lastly, I redid the artwork and added music and sound effects to complete the experience.

Title: Honors for Valor

Role: Co-Designer, Title, Theming, Key Art

Platform: Tabletop Card Game

Software: Photoshop, Trello

Design Challenge: Veteran’s Day Game Jam

Project Description: Honors for Valor is a game jam deck building card game I made with a team in 48 hours. I helped the group design the concept and theme, then created original title art and key art for presentation, while others balanced the systems and playtested.

Designing a game to honor veterans for Veterans Day was deeply meaningful to me, coming from a family of military vets and having served veteran’s organizations my whole life. When the team wanted to make a deckbuilding game about collecting pieces of the military, I went to work researching how we could fit this theme to real life and honor veterans with respect. I came across the Honors for Valor; the real medals given out to soldiers, such as the Medal of Honor or Purple Heart. I immediately knew theming the game around honoring vets with medals of valor would fit perfectly. I am immensely proud of how this game came out and the theme surrounding it.

2. Create and implement game elements, systems, and play mechanics using industry-standard tools, techniques, and production methods, including art or scripting/programming applications.


Title: The Cursed Men & The Stolen Princess

Role: Designer, Concept Artist, Systems Programmer

Platform: PC

Software: Unreal Engine 4.2, Photoshop, Confluence, Trello, Github, Excel / Sheets

Project Challenge: Program a system into an existing game project

In our second semester of the Cursed Men project, our programming team was light after losing some talent. When the project was struggling to implement all of the systems that we had designed, I decided to take on the challenge of programming one of the systems myself. I got to work learning Unreal Engine 4 for the first time, studying the team’s file structure to learn how I could work in it. After some early successful tests, I created an herb gathering system that integrated with the game’s inventory. I tasked the art team with making art for the plants I needed as well as their inventory icons, and successfully integrated a botany herb gathering system including flowers, weeds, bushes, berries, and trees. I would then go on to further this into a final quest for the player demo, integrating all systems: herb gathering, speaking with townsfolk, the quest tool, and player inventory. I was most proud of the fact that I joined an already functioning programming team as a newbie in the engine and learned how to build in their environment and produce polished content that is showcased in the game’s final demo.


Title: Spellmancer / Frisson’s Story / Raviner’s Story

Role: Solo Designer / Writer / Artist

Platform: Narrative Document

Software: Photoshop, Confluence

Project Description: Over many years and across several classes I developed the following characters and story who belong in a game I call Project Spellmancer. I had rough ideas of these characters and their place in the game’s world, but when tasked with coming up with details and narrative stories I surprised myself with the amount that came out. Now I have over 100 pages of content written in this game world, including multiple narrative stories, dialogues, quest chains, character profiles, and a history of the world. I am proud of these characters and their stories and one day will share them in my dream game project.

Title: Pyramid FPS Deathmatch Lyra Level

Role: Solo Developer

Platform: PC

Software: Unreal Engine 5.2, Lyra toolset

Project Description: Tasked with creating a First Person Shooter team deathmatch level using the Lyra toolset available in UE5, I created this symmetrical FPS map in my second week of using the engine. A challenge came in balancing the spawn locations so no team had a hard advantage, as well as creating custom moveable props so players can affect the shape of the sightlines and corridors. I particularly enjoy the teleportals with random outputs for a bit of chaos.

3. Demonstrate effective game design practices and techniques within the project scope and context such as genre, style, platform, and audience.



Title: Pyramid Platform Puzzle Unreal Level

Role: Solo Developer

Platform: PC

Software: Unreal Engine 5.2

Project Description: Tasked with completing a playable third-person level in Unreal Engine using marketplace assets, I created this puzzle platform level within one week of using the engine for the first time. The most challenging aspect was creating a shader that makes walls invisible so the player can always see what their character is doing when behind a wall or prop with a fixed perspective.


Title: Fallout 4 Mod - Lizzie Borden’s Murder Mystery House

Role: Solo Developer

Platform: PC / Consoles

Software: Fallout 4 Creation Kit, Photoshop

Project Description: I wanted to design a dungeon-level in the vein of Bethesda style games like Skyrim or Fallout; meaning a slower paced exploration through a lived-in environment, with passive storytelling and a surprise ending. I chose to theme it on some real world history that might fit in the game’s setting of Boston - the Lizzie Borden murder mystery. I worked over 5 weeks to develop a 1-house dungeon using real world history and facts to create a deeply themed narrative walk through our country’s first murder mystery story.


Title: DOOM HORIZON

Role: Solo Developer

Platform: PC / Consoles

Software: DOOM (2016) SnapMap tools, Photoshop

Project Description: I set out to create a level in DOOM (2016) based on the movie Event Horizon where a spaceship accidentally opens a portal to Demonic Hell. Using the movie sets as my blueprints I recreated the narrative elements of the movie plotline, building an entire spaceship level with increasingly difficult monster fights and puzzle solving. Weaving the narrative moments like the portal first opening and the bridge explosion into the game was the biggest challenge and thing I am most proud of.

Title: SpaceMan in JellyLand

Role: Solo Developer

Platform: PC / Web

Software: Construct 3, Photoshop

Design Challenge: "Reversal” & Used less than 50 lines of code

Project Description: I wanted to create a side-scrolling platform game where the player had to reverse their exact steps to make it back to the start. The challenge was getting Construct3 to record every jump the player makes using the free version which allows only 50 lines of code. I found a solution by placing invisible blocks across the entire map that disappear when the player touches them. At the ‘end’, I flip the level revealing the blocks and making them solid. Now the player must traverse the path they didn’t know they just carved back to the start which is the real challenge of the level. Once the player gains the ability to flip the level on their own it gets really fun.


Title: Bleak Manor

Role: Co-Designer, Title & Menu Art

Platform: Tilt Five AR Console / PC

Software: Unity, Photoshop, Trello, Github

Design Challenge: Design an original game for the Tilt Five AR Platform

Project Description: In this jam week our team designed a game for an Augmented Reality platform called Tilt Five. The unique game board and controllers posed an interesting design challenge that we chose to meet with a unique asymmetrical design. In Bleak Manor, players don AR Goggles and look down at a tabletop play area where the game is projected in 3D space and each player has a unique perspective. One player plays a ghost overlooking a mansion while the other player is a ghost hunter in first-person down in the mansion. I co-designed the game and created the original Title and Menu art. Designing for multiple perspectives viewed in Augmented Reality was the largest challenge in this project, aside from getting the dev kit to work!


Title: DrawShot

Role: Assistant Designer, Title Artist

Platform: PC / Consoles

Software: Unity, Photoshop, Trello, Github

Design Challenge: ”Make me Laugh!” - Global Game Jam ‘24

Project Description: A multiplayer party game where four golfers fight over one ball to score points in their hole. This design prompt in particular was quite challenging. Laughter is so subjective, what makes people laugh when playing games? Our jam team remembered nights playing silly physics party games with friends and wanted to recreate that feel. We came up with the idea of four golfers fighting over one golf ball to try to sink the hole as fast as possible. Concepting the game’s UI and controls to work one-handed was an additional challenge we met with a unique aim / fire mechanic. I also rose to the challenge of creating the original logo art inspired by early 2000’s arcade games.

Title: A Study on Game Design

Role: Solo Writer / Researcher

Project Description: This twenty page document contains my thoughts and research notes from throughout my degree study period surrounding various game design topics. In this editorial paper I dive into what makes games great, including player reward systems, difficult to discuss narrative topics, and semiotic image devices used in games. Critiques include World of Warcraft, Hades, Rimworld, Dave the Diver, Backpack Hero, Spiritfarer, Death & Taxes, and many more.

4. Demonstrate the ability to evaluate game designs for a variety of game play mechanics, game applications, and game genres.


Title: A Study of Game Narratives

Role: Solo Writer / Researcher

Project Description: In this short paper I discuss both successful and failed narratives in games I have played recently. What makes a game’s story memorable and effective without boring or distracting the player from the gameplay? Games discussed include Fable 3 and Far Cry 5.


Title: Game Sherpa

Role: Solo Developer

Platform: PC / Web

Software: GameMaker, Photoshop

Project Description: As game designers, how do we reach ultimate accessibility for all players? A large opportunity is being lost when players quit playing a game that they would otherwise enjoy. Most often players quit due to a game not respecting their time, a difficulty mismatch, or because they aren’t being rewarded for doing what they find fun. How can our games meet every player’s expectations when each player has unique requests? Like a Dungeon Master would curate a live group experience for the players in the room to enjoy, a Game Sherpa would adjust a game’s parameters to match a player’s specific expectations and requirements for each time they play to always find their fun.

Research Notes: Book of Demons - Flexiscope system

Research Notes: Rimworld - A.I. Storytellers

Title: Tetrarchy

Role: Solo Designer, Writer, Artist

Platform: PC / Mobile

Software: Confluence, Photoshop, Twinery, Excel / Sheets

Project Description: Tetrarchy is a match-3 style puzzle game merged with tower defense combat based on a fascinating period in history when the Roman Empire was ruled by 4 Caesar’s at once. An immense amount of historical research went into this game. I designed the game from the ground up, created original draft art, and wrote a full branching narrative story to accompany the game. It includes a unique mechanic surrounding matching 4 objects to gain unique bonuses, in honor of the name of the period - Tetrarchy “Rulership by Four”.

5. Effectively articulate game design elements and mechanics across disciplines utilizing written and verbal communication skills.


Title: The Channel Surfers vs. Doctor Drone

Role: Solo Designer, Artist

Platform: PC, Consoles

Software: Design Document, Photoshop

Design Challenge: Simultaneous Asymmetrical gameplay with color as a theme

Project Description: The Channel Surfers vs. Dr. Drone aims to capture the fun and wacky action between heroes and villains from the nostalgic era of Saturday morning cartoons. Play a high-speed side-scrolling action-platformer where the villains take center stage with the heroes. Choose your own adventure including a multi-act story with exposition, a climactic moment, and an epic concluding boss encounter. Or play as the villain and accrue contraptions and gadgets to thwart the hero party’s plans.

Designing full systems for two players to interact with on the screen at the same time became quite a challenge, but fit perfectly into my concept of Cartoon Heroes vs. Villains. I created weapons systems for the villains, game-breaking “TV” Controls for the heroes, a changing narrative structure, and many gadgets and gizmos for players to interact with. I imagine the game playing slightly like Sonic the Hedgehog if a second player was playing Dr. Eggman, mixed with Team Rocket and Inspector Gadget.


Video Tutorial: How to make your own custom weapon in Fallout 4 using Creation Kit - no experience needed!

Role: Solo Developer

Platform: YouTube, Fallout 4

Software: OBS (Open Broadcaster Software), Fallout 4 Creation Kit, Photoshop, Adobe After Effects

Project Description: After learning how to work in Bethesda’s Creation Kit for my Fallout 4 Lizzie Borden Level Mod, I noticed that there was a lack of up-to-date tutorials for newcomers to learn from. I decided to make a tutorial to show modders how to make their own custom legendary weapon from scratch, something I learned how to do to make Lizzie Borden’s Axe in my level. I aimed this tutorial for complete newcommers so anyone could learn from it. Surprisingly, many months after publishing this video, it has caught steam! Bethesda recently published their Creation Kit for their new game Starfield and modders are searching for how to make custom weapons. It turns out the knowledge in my video is helping newcomers make their own modded weapons in Bethesda’s latest game. I am immensely proud of this tutorial and the fact that it is reaching an audience I never even intended or anticipated.


Video Tutorial: How to Make Custom Dev Tools in DOOM SnapMap

Role: Solo Developer

Platform: YouTube, DOOM (2016)

Software: OBS (Open Broadcaster Software), DOOM SnapMap, Photoshop, Adobe After Effects

Project Description: When building my DOOM HORIZON level in SnapMap, I noticed myself creating my own shortcuts to speed up development. Instead of waiting to die from enemies while playtesting, I created a box my character could click to simply die instantly, allowing me to test out multiple respawn locations. I also created tools to generate Keycards (instead of hunting for them each time), and teleporter pads to quickly traverse the expansive corridors of the map. My professor said he had never seen anyone utilize the game’s features in such a way, and I was inspired to create this tutorial to help others who are learning the SnapMap dev tools.

Title: Treasurebound / Traders Traitors

Role: Team Lead, Designer, Lead Artist

Platform: Tabletop

Software: Photoshop, Tabletop Simulator

Project Description: Treasurebound / Traitors was one of my first projects in my degree journey and one of my most proud. Our team initially struggled with communication and even had a member drop in the first week. I rallied the remaining members in a group chat where we collaborated remotely for the project. I assigned roles to the team and organized multiple playtest sessions where we played a live version of the game remotely via Tabletop Simulator. This became key in our iterative design process. I wrote playtest questionnaires and compiled the valuable feedback we got from having outsiders play our game on multiple occasions. This 5-week collaborative process ended up with one of my favorite games in my entire portfolio.

6. Establish collaboration, mentorship, and professional leadership skills by working with other disciplines to deliver highly polished and completed projects.



Title: The Cursed Men & The Stolen Princess

Role: Designer, Concept Artist, Systems Programmer

Platform: PC

Software: Unreal Engine 4.2, Photoshop, Confluence, Trello, Github

Project Description: Spending two semesters as a team member of The Cursed Men project taught me more than an entire degree in the classroom possibly could. Nothing beats working on real projects with a large agile team. My time in Production Studios is the work I am most fond of from my degree. From joining the programming team in a time of need, to contributing original art concepts for the menu and UI that made it in the final game, I engaged with every part of the project and every team attached. I got my hands dirty and learned new practices, such as best github repository practices, and maintaining large tables of quest data. I also stepped up to assist other members of the team with questions and mentorship when needed. I can firmly say this was my fullest experience in team lead game development yet.


Title: Bleak Manor

Role: Co-Designer, Title & Menu Art

Platform: Tilt Five AR Console / PC

Software: Unity, Photoshop, Trello, Github

Design Challenge: Design an original game for the Tilt Five AR Platform

Project Description: In this jam week our team designed a game for an Augmented Reality platform called Tilt Five. The unique game board and controllers posed an interesting design challenge that we chose to meet with a unique asymmetrical design. In Bleak Manor, players don AR Goggles and look down at a tabletop play area where the game is projected in 3D space and each player has a unique perspective. One player plays a ghost overlooking a mansion while the other player is a ghost hunter in first-person down in the mansion. I co-designed the game and created the original Title and Menu art. Designing for multiple perspectives viewed in Augmented Reality was the largest challenge in this project, aside from getting the dev kit to work!


Title: DrawShot

Role: Assistant Designer, Title Artist

Platform: PC / Consoles

Software: Unity, Photoshop, Trello, Github

Design Challenge: ”Make me Laugh!” - Global Game Jam ‘24

Project Description: A multiplayer party game where four golfers fight over one ball to score points in their hole. This design prompt in particular was quite challenging. Laughter is so subjective, what makes people laugh when playing games? Our jam team remembered nights playing silly physics party games with friends and wanted to recreate that feel. We came up with the idea of four golfers fighting over one golf ball to try to sink the hole as fast as possible. Concepting the game’s UI and controls to work one-handed was an additional challenge we met with a unique aim / fire mechanic. I also rose to the challenge of creating the original logo art inspired by early 2000’s arcade games.


Title: FIGHT!

Role: Assistant Designer, Prototype & Playtest manager

Platform: Tabletop Card Game

Software: Photoshop, Excel / Sheets

Project Description: In my internship work I took on the role of Assistant Designer to help bring a card game design to market. In addition to assisting in the design of the game systems, mechanics, and its characters, I created physical prototypes for playtesting. I created 6 playable character decks each containing 31 unique cards. I also assisted in running playtests each weekend to attain feedback as well as to update and balance the characters.

Video Tutorial: How to make your own custom weapon in Fallout 4 using Creation Kit - no experience needed!

Role: Solo Developer

Platform: YouTube, Fallout 4

Software: OBS (Open Broadcaster Software), Fallout 4 Creation Kit, Photoshop, Adobe After Effects

Project Description: After learning how to work in Bethesda’s Creation Kit for my Fallout 4 Lizzie Borden Level Mod, I noticed that there was a lack of up-to-date tutorials for newcomers to learn from. I decided to make a tutorial to show modders how to make their own custom legendary weapon from scratch, something I learned how to do to make Lizzie Borden’s Axe in my level. I aimed this tutorial for complete newcommers so anyone could learn from it. Surprisingly, many months after publishing this video, it has caught steam! Bethesda recently published their Creation Kit for their new game Starfield and modders are searching for how to make custom weapons. It turns out the knowledge in my video is helping newcomers make their own modded weapons in Bethesda’s latest game. I am immensely proud of this tutorial and the fact that it is reaching an audience I never even intended or anticipated.