Content Design
My design philosophy revolves around collaboration, creativity, and a continuous pursuit for understanding in both the artistic and technical sides of game development. I excel in understanding complex information and working seamlessly with cross-functional teams—whether it’s software developers, artists, or sound designers. I thrive in dynamic environments, quickly generating and clearly communicating my ideas tailored to the needs of the team. Confident in my decision-making, I draw on a deep knowledge of game design and an intuitive understanding of genre nuances. At the core of my approach is player empathy I constantly strive to create experiences that resonate with players. I embrace the challenge such as working with incomplete information and filling in the gaps to create engaging content.
Synthesis
Synthesis is a top-down dungeon crawler about a shut-in conspiracy theorist named Calvin. Throughout the game the player finds powerful experimental mutagens with strong combat effects. These temporary upgrades come with a boost in power but also side effect that change control the players controls.
My Roles
Gameplay designer
Narrative designer/ writer
The Blink Curse
The Blink Curse is an experimental top-down bullet hell where you play as the cursed researcher Kallia. Explore decrepit dungeons and avoid dangerous enemies all while trying to find a cure to the blink curse.
My Roles
Combat Designer
Machinations
Gacha/Lootbox’s:
This is a simulation of how player may interact with a loot box mechanic from the game “League of Legends”, Specifically Hextech Chests. It begins with how a player earns both keys and chests from paying the game, spending the keys, and finally models what the player is able to receive from the chests with accurate drop rates for items.