Professional Projects:
Amazon Games: Storm Runners
Engine: Unreal 4
Development Time: 1 year, 6 months (my time on the project)
Genre: Rogue-like, Single Stick Mobile Shooter
Platform: Mobile Devices
Released: February 2022
Storm Runners was a title that I put a lot of heart and love into. While I was originally brought on to be a content designer for the project, throughout the course of development, I would do everything from quest design, narrative design, systems design, enemy design, and voice act for some of our monsters, and plenty more. If you want to learn more, click the image to find a more in depth discussion of my work.
Steamroller Studios: Lathe and Rogard and the Curse of the Deadwood
Engine: Unity
Development Time: 8 months (my time on the project)
Genre: Twin-Stick Shooter, Action
Platform: PC
Released: July 2022
My time with the Lathe and Roguard team was relatively short, but overall I had a lot of impact on the team and the project. While I am proud of the two major levels I helped to develop and all the set dressing/environmental storytelling I accomplished, my proudest addition to the project was the pitching, development, and implementation of a tutorial section. If you want to learn more, click the picture above.
Triseum: Arte Hemut
Engine: Unity 4
Development Time: 2 months
Genre: Educational, Board Game, Deck-Builder
Platform: PC, Chrome Browser
Role: Game Designer
Released: August 15th 2018
Upon joining Triseum in June of 2018, one of my first projects I collaborated one was Arte Hemut, a title which focused on the art, history, and culture of Ancient Egypt. The goal of the project was to take the game-skeleton we received from an outside source and develop it further into a final product. In brief, the game provides players four scenarios covering various topics of Early Egyptian history. Players select an encounter and are first treated to a board game. During this board game, players encounter various events and make decisions based on information the student learned either from class or in their readings. After completing the board game section, using the rewards and cards they earned, players must then complete a deck-building section by completing various scenario cards, all while beating back the forces of chaos.
Trendy Entertainment: Dungeon Defenders II
Engine: Unreal 3
Team Size: 20+ Developers
Development Time: 3 months
Genre: 3rd-person Tower Defense
Platforms: Steam, Xbox One, Playstation 4
Role: Game Design Intern
During the summer of 2017, I had the opportunity to take up an internship with Trendy Entertainment in Gainesville, Florida. Throughout this three month adventure, I helped with the final release of Dungeon Defenders II and with several patches post release. My internship went through three major phases. First I tested and refined various Campaign mutators in order to keep players on their toes and provide unique challenges. The second phase involved organizing and designing new icons for the Shard system, making it easier for both the players and developers to find the shard they needed in an efficient manner. Lastly, but arguably the most fun, I assisted in the development of the new Adept hero, a genderswapped version of the Apprentice, with two unique abilities and a brand new tower. To learn more about my time with Trendy and the work I did, either click the title above or picture to the right.
Ear-play: Codename Cygnus
Engine: In house + Articy Draft
Team Size: 7 Developers
Development Time: 3 months
Genre: Interactive, audio adventure
Platform: Smart Phone and Amazon Alexa
Role: Writer and Editor
As one of my first game design opportunities, I had the privilege of working alongside the dedicated team at Ear-play. One of the first projects I worked on and helped ship was a seven episode interactive, audio adventure called Codename Cygnus. Through this adventure, the players took on the role of the "Agent" a James Bond inspired super spy with a myriad of creative gadgets and sometimes goofy companions. Players would listen to these vairous audio dramas and occasionally make decisions on how they would like to proceed. Each choice added to various hidden stats which would determine a player’s chance of success at some later junctions. Alongside Jonathon Myers and Dave Grossman, I edited all seven episodes of the adventure and even co-authored the final episode of the series. I am thankful that the team at Ear-play gave me a chance to be their intern and to really explore this side of game and narrative design. It was a great experienced which pushed me further down the road to becoming a game designer.