GAME DESIGN
PORTFOLIO

MATCH 3 ROGUE

ROLES: SYSTEM DESIGN. TECHNICAL DESIGN.

  • TWIN-STICK SHOOTER where your weapon creates new enemies. MATCH 3 enemies of the same color to destroy them, and contended with the consequences of your dash to select your firing color.

    Clear procedural waves of UNIQUE ENEMIES in this pocket roguelike to reach a HIGH SCORE!

    Level up to acquire POWERFUL BOONS that augment your abilities to build item synergies and grow in power!

  • TEAM SIZE: SOLO
    PROJECT DURATION: ~7 Weeks
    ENGINE: Unreal Engine 5

    GENRE: Rogue-Like/ Twin-Stick Shooter
    # of PLAYERS: 1

    • Solo project built using Unreal Engine 5.

    • Designed core gameplay loop, involving twin-stick combat and overlapping match 3 system.

    • Designed enemies aligned with design pillars of simplicity and target prioritization.

    • Designed onboarding and difficulty progression, introducing new enemies in rising quantities as players progress.

    • Designed reward systems and meta-progression, allowing players to augment their abilities and produce item synergies.

    • Designed UI/UX to convey integral gameplay information.

    • Performed playtests and iterated accordingly, using feedback from players and fellow designers to alter and improve the game’s ability to reach the intended player experience over time.

    • Utilized Miro for early ideation and sketching throughout the development process. Produced design documentation for communicating design using Microsoft Office software.

SMASH BALLS

ROLES: 3Cs DESIGN. TECHNICAL DESIGN.

  • Gather your friends and prepare for an epic 2-4 PLAYER COUCH VERSUS showdown like no other. In SMASH BALLS, you'll dive headfirst into a vibrant and dynamic pinball world, where the laws of gravity are defied and the action is non-stop.

  • TEAM SIZE: 14 [5 Designers. 6 Artists. 3 Programmers.]
    Project Duration: ~7 Weeks
    ENGINE: Unreal Engine 5

    GENRE: Platform Fighter
    # of PLAYERS: 2-4

    • Group project involving 5 designers, 6 artists, and 3 programmers, working within Unreal Engine 5.

    • Worked alongside fellow designers to produce an initial pitch and define core gameplay.

    • Created early prototypes and feature spec documentation to convey and experiment with important functionality.

    • Designed intricate 3Cs inspired by the selected target game, creating a character and controls that feel intuitive while providing the depth for skill expression. Worked alongside fellow designers and programmers to fully realize design efforts.

    • Partook in SCRUM framework, utilizing Jira, for project management.

    • Performed plentiful playtests, aiming to create satisfactory 3Cs accessible for new players while providing a breadth of action space, iterating in an informed manner based on such feedback.

    • Supported artists in the technical implementation of character models, animations, Niagara particles, and more within Unreal Engine 5.

HIGH NOON SALOON

ROLES: SYSTEM DESIGN. TECHNICAL DESIGN.

  • SERVE DRINKS to your cowboy customers at a relentless saloon.

    If they're unhappy with your service, take them out with your revolver!

    Set the HIGHEST SCORE you can, to prove you're the best gunslinging bartender in the west!

  • TEAM SIZE: 7 [6 Designers. 1 Artist.]
    Project Duration: ~1 Week
    ENGINE: Unreal Engine 5

    GENRE: First-Person Shooter/ Arcade
    # of PLAYERS: 1

    • Group project involving 6 designers and 1 artist, utilizing Unreal Engine 5.

    • Designed core game loop, managing a series of customers, accurately serving drinks, and dealing with any aggressive customers.

    • Designed and implemented customer systems, with customers appearing at greater intervals and in greater numbers depending on the player’s score, becoming aggressive and attacking the player if requests aren’t met.

    • Designed and implemented score system, with players gaining score for serving customer requests, and losing score when failing to do so, whether requests aren’t provided in time or customers are attacked.

OTHER PROJECTS

DEM HOPS

ROLES: SYSTEM DESIGN. 3Cs DESIGN.

  • Engage in PLAYER VERSUS PLAYER combat within this 2D ARENA SHOOTER. Select one of various unique characters and battle it out, moving closer towards victory either by eliminating your opponent, or moving your respawn beacon to the opposing base.

  • TEAM SIZE: SOLO
    PROJECT DURATION: ~8 Weeks
    ENGINE: Unity

    GENRE: 2D Arena Shooter
    # of PLAYERS: 2

    • Solo project built using Unity.

    • Designed core gameplay loop, involving player versus player objective-based combat.

    • Designed a variety of playable characters, that allow for a variety of play styles, whether focusing on pure aggression, limiting your opponents options, objective-focused gameplay, and far more.

    • Playtested and iterated upon game content and balance, working towards a balance between fun and fairness.

    • Designed simple levels that promote varying styles of play using the systems available to players.

FPS 3Cs

ROLES: 3Cs DESIGN. TECHNICAL DESIGN.

  • The goal of this project was to reproduce elements of the 3Cs present in Titanfall 2 within Unreal Engine 5.

  • TEAM SIZE: SOLO
    PROJECT DURATION: ~4 Weeks
    ENGINE: Unreal Engine 5

    GENRE: First Person Shooter
    # of PLAYERS: 1

    • Solo project built using Unreal Engine 5.

    • W.I.P.