Creature Kitchen
Designer/Programmer | The Rat Zone | April 2024 - Present
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Creature kitchen is a cozy atmospheric cooking simulator in which you befriend local wildlife through the art of cooking. In my roles as a designer and programmer I am responsible for:
-Architecting modular system for item creation, interaction, and combination (C#).
-Scripting the majority of gameplay, effects, and UI (C#).
-Writing a data-driven system allowing AI tasks, schedules, and goals to be controlled via GUI (C#).
-Designed mechanics, systems, and minigames related to cooking and food-prep.
-Crafting unique puzzles to add variety to gameplay.
-Implementing platform-specific APIs, such as Steamworks (C#).
-Managing, scheduling, and overseeing playtest sessions.
-Architecting modular system for item creation, interaction, and combination (C#).
-Scripting the majority of gameplay, effects, and UI (C#).
-Writing a data-driven system allowing AI tasks, schedules, and goals to be controlled via GUI (C#).
-Designed mechanics, systems, and minigames related to cooking and food-prep.
-Crafting unique puzzles to add variety to gameplay.
-Implementing platform-specific APIs, such as Steamworks (C#).
-Managing, scheduling, and overseeing playtest sessions.
CHAIRS
Lead Designer/Programmer | The Rat Zone | July 2023 - August 2024
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Chairs is a fast-paced action platformer doubling as the most realistic chair simulator money can buy! As a programmer and design lead I was responsible for:
- Designing mechanics and level segments for fast-paced linear and open-ended gameplay.
- Scripting the majority of gameplay, effects, and UI (C#).
- Creating editor tools to simplify environment pipeline for level creation (C#).
- Implementing platform-specific APIs, such as Steamworks (C#).
- Managing, scheduling, and overseeing playtest sessions.
Awards and Honors
Sender
Lead Developer | The Rat Zone | November 2022 - August 2023
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Sender is an atmospheric horror game in which you operate an aging arctic exploration vehicle as dusk settles into the dead of night. As the lead developer I was responsible for:
- Crafting the core narrative elements for a short single-player horror game.
- Scripting the majority of gameplay, effects, and UI (C#).
- Designing levels and environments for a one-hour experience.
- Creating editor tools to simplify environment pipeline for level creation and art passes (C#).
- Implementing platform-specific APIs, such as Steamworks (C#).
- Managing, scheduling, and overseeing playtest sessions.
Operation: Black Mesa
Level Designer/Gameplay Programmer | Tripmine Studios | May 2016 - May 2023
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Operation: Black Mesa is a commercial-length recreation of Half-Life: Opposing Force and Half-Life: Blue Shift made from the ground up with permission and licensing from the copyright holders (Valve Software). As a Level Designer and Gameplay Programmer I was responsible for:
- Recreating and redesigning levels from the original games to fit with modern gameplay standards in the Source Engine.
- Working with team members to create assets needed for the entire game, and individual levels.
- Running playtests and fixing bugs within levels.
- Designing dynamic soundscapes for environments.
- Creating VFX and SFX for world events and characters.
- Implementing inheritance-based entities using the Source Engine (C++).
- Designing and implementing AI to simulate animals, robots, and vehicles of varying intelligence.
- Interviewing applicants to determine eligibility in a potential hire.
Redmond Tree Lighting 2019
Solo Project | City of Redmond | December 2019
For the 2019 Redmond Tree Lighting event, I was contracted to create a short game (15-30 seconds per round) for an audience of all ages. Working with the Senior Executive Vice President of DigiPen, we decided to create a Pachinko style game. For this project I was responsible for:
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Return of the Dragons
Lead Designer | Daring Hero Games | February 2019 - August 2019
During my time at Daring Hero Games I acted as a Lead Designer for the digital scavenger hunt known as "Return of the Dragons". This digital scavenger hunt was designed to encourage visitors to Redmond's downtown park grand opening to explore the new space and nearby area. As the lead designer for this project I was responsible for:
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DragonPack Tookit
Lead Programmer | DigiPen Institute of Technology | January 2019 - August 2019
As the lead programmer for the Unity LPK, Tookit, I lead the creation of a modular event-driven toolkit which would enable the creation of complex gameplay elements with little to no programming required by the designer. The Unity LPK was written in C# to use when scripting 2D or 3D games. As the lead programmer for this toolkit, I was responsible for:
- Designing and implemented modular event-driven system within Unity (C#).
- Participating in code reviews to ensure the toolkit was consistent, easy to use, and optimized.
- Writing a library of 80+ modular components for beginning programmers to use within Unity (C#).
- Creating custom inspectors for toolset components enabling ease of use by design students (C#).
- Integrating XInput to create enhanced gamepad control within Unity (C#).
- Supporting students in creating custom components and events within Unity/Unity LPK Toolkit.
- Assisting instructors in teaching students the fundamentals of Unity, the Unity LPK Toolkit, and C#.
Portal Stories: Mel
Level Designer | Prism Studios | December 2013 - July 2015
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Portal Stories: Mel is a commercial-length free modification for Portal 2 based in the Portal universe. It tells the story of Mel, who meets a new personality core and faces an undiscovered threat to the Aperture facility. As a Level Designer and UI Programmer on this project I was responsible for:
- Creating over 1/3 of the maps and environments within the game.
- Reworking the menu system of Portal 2 to fit with the game's needs.
- Working with team members to create art and sound assets required throughout the game.
- Running playtests to gather feedback during the Beta testing process.
- Fixing bugs in gameplay and UI ranging from trivial to game-breaking.