Multiplayer Level design

MULTIPLAYER WORK

MULTIPLAYER WORK

Individual Projects

Team FOrtress 2: “oiltop”

    • HAMMER++ | KING OF THE HILL

    • COMING SOON!

team fortress 2: “sugarhouse”

    • HAMMER ++ | CAPTURE THE FLAG

    • COMING SOON!

SINGLEPLAYER WORK

SINGLEPLAYER WORK

Individual Projects

hALF-LIFE 2: “fISHERY”

    • HAMMER ++ | 80 HR DEV. TIME

    • DESIGN GOAL: RTS-STYLE, WAVE-BASED, FPS COMBAT

STARFIELD: “frozen in tyme”

    • CREATION KIT | 280 HR DEV. TIME

    • DESIGN GOAL: ROBUST GAMEPLAY WITH A BRANCHING NARRATIVE

[MASTER’s THESIS]
starfield: “OPERATION HAZEL”

    • CREATION KIT | 195 HR DEV. TIME

    • DESIGN GOAL: HOSTAGE-RESCUE GAMEPLAY USED TO TEST THESIS TOPIC

    • COMING SOON!

TEAM Projects

[MASTER’s CAPSTONE game]
LING AND THE CORRUPTED HOLLOW

    • WORKED ON EVERY LEVEL TO DESIGN & IMPLEMENT PUZZLES

    • SHIPPED TUTORIAL LEVEL

    • ASSISTED DESIGN LEADERSHIP IN CREATING DOCUMENTATION

    • COLLABORATED WITH CROSS-DISCIPLINARY TEAMS

  • STEAM PAGE

    • 3D PLATFORMER

    • STEAM | UNREAL ENGINE 5

    • 7-MONTH DEV. TIME

    • 25-PERSON TEAM

harddriverz

    • LED TEAM OF 17 DESIGNERS

    • OVERSAW ALL ASPECTS OF LEVEL DESIGN, SYSTEMS DESIGN, & BALANCING

    • CREATED & MANAGED DESIGN DOCUMENTATION

    • PROVIDED CONSTRUCTIVE FEEDBACK TO DESIGNERS

  • STEAM PAGE

    • ARCADE-RACER

    • STEAM | UNREAL ENGINE 5

    • 4-MONTH DEV. TIME

    • 53-PERSON TEAM