Welcome to my little corner of the universe where creation is possible.
Licensed / Original Titles
TELETUBBIES PLAY TIME (iOS, ANDROID)
In addition to cutting this launch trailer, this game was both a blast to work on as well as a huge learning experience. From level design, core interaction mechanics, and mini-game design within the world of Teletubbies—to learning about early childhood learning and speech development.
Level Design/Mini-game Design
Core interaction design
Live ops (Post-game content support via PlayFab)
BROAD CITY: HIGH SCORE (iOS, ANDROID)
Development of Broad City: High Score was truly a labor of love and passion. A brand as trippy, psychedelic and as out there as Broad City lends to a fun, creative mashup of technicolor rainbows and mind bending mini-games that can either leave you reeling, or wanting more. The skill ceiling is very high, and it was truly a blast developing and designing levels and mini-games for this property.
SPELLFAST (iOS, ANDROID)
Positioned as a “Scrabble meets Street Fighter” word game, the possibilities are endless. How often can you say to your friends that you just kicked their butt using timing, knowledge, and wisdom? The core essence of Spellfast is to create any word (minimum 3 letters) you can from your tile rack and send that word flying straight towards your opponent. If your opponent doesn’t have anything to say (get it?) they take damage! The game continues until one person reaches 0 HP. Have you ever gotten tired of waiting for your friends to take their turn in those other word games? Wait no more! This is the real-time PVP word combat game you need and must have!
Core game loop design
Work For Hire
IMPRACTICAL JOKERS: WHEEL OF DOOM (truTV) (iOS, ANDROID)
Working on this title was, as you can guess, quite fun. Truth be told, I hadn’t heard of the Impractical Jokers until we started development of this title. But I quickly became a huge fan of Joe, Sal, Q, and Murr’s daring and somewhat odd antics. The job was to create a game that brought out the essence of the show, while creating a fun and dynamic way to just let loose and escape from reality. So a mini-arcade of games that challenged fans to some familiar Impractical Jokers scenarios was in order.
Level Design (Minigames)
Original / Independent Development
LEFT ALIVE (PC)
Thinking about a thesis, as a game designer, I had only one goal. To see a project from conception to completion. So I set out to develop an experimental horror level that brought together all that I had learned from my Game Design program at The Art Institute of California–Hollywood. With the help of a few friends, I set out to design a micro horror game that played with the feeling of terror. Often times horror games force jump scares. Inspired by the the likes of P.T. and the Amnesia series, I wanted to create a level that invoked the feeling of terror and unease without the use of such jump scare tactics. I also wanted to challenge myself in puzzle design (a la Resident Evil series) and create a somewhat challenging objective to the level.
Some features that were dreamt up in this experimental level build include: Mental status ailments and rudimentary psychological impairments. As the player spends more time in the darkness, the more their mental state is affected and thus causing a adverse psychological affect on their avatar. I’ve always wondered why, in horror games, the avatar through the skills of the player could perform under such duress. Here, if you are too terrified, you will struggle even to pick up simple objects. The only way to keep sane, is to manage your resources and stay in the light. That was the ambition with this thesis level design. I hope to return to this game soon with a big team to polish it and flesh it out to its true potential.