Team Projects

Breakers World

(fall 2021 - fall 2022)

  • Team of 30+

  • Role: Level Designer, Lead Level Designer, Lead Designer, Project Lead

  • Engine: Unreal Engine 5.0

Upgrade your power armor, recruit a loyal crew, and build a spaceship to escape the oppressive management of a dystopian barren planet. Breakers world features open-ended sci-fi RPG character development in a unique world full of rust, danger, and opportunity.

 
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Quantum Revolver: Code Blue

(fall 2020 - spring 2021)

  • Team of 6

  • Role: UI/UX Designer, Content Design Assistance, Level Design Assistance

  • Engine: Unity 2019.3.15

Quantum Revolver: Code Blue is 3D retro-inspired FPS. It was built in 8 months with a team of 6 (4 during the first 4 months) senior students. My main focus on the team was the design and implementation of the User Interface and the iteration of User Experience elements within the game. I also worked on the creation of the game design document, encounter design, and assisted with level design.

 
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Just Deserts

(fall 2019 - spring 2020)

  • Team of 9

  • Role: UI/UX designer, User Researcher, Level Design Assistance

  • Engine: Unreal Engine 4.22

Just deserts is a 3D RPG that tells a story of a Cupcake trying to save his friends from an evil Muffin Man. It was built in eight months with Unreal engine by our team of nine junior students. My focus on the team was in improving the readability of the game’s systems and mechanics by working closely with our sound designer and graphics programmer on the implementation of audio and visual feedback in the game. I also designed and implemented the user interface and hosted 10+ playtest sessions, as well as provided my team with feedback regarding the accessibility of the game and our players’ perception of the gameplay.

 
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I Am Gooey

(fall 2018 - spring 2019)

  • Team of 6

  • Role: UX/UI designer, Encounter Designer, User Researcher

  • Engine: Custom Engine

I Am gooey is a 2D top-down puzzle game based on Japanese Masyu puzzles. It was an eight-month student project, built using a custom engine with a team of seven sophomore students. My focus on the team was improving the accessibility of the game through data-driven analysis, derived from multiple playtest sessions. I also designed the user interface of the game as well as created in-game visual effects, as I worked closely with the graphics programmers.

Personal Projects

 
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Office Legacy

(spring 2019 - fall 2020)

  • Engine: Unity 2019.3.8

Office legacy is a 3D isometric management-style RPG. This is a 1-year personal academic project where I developed every aspect of the game, including programming, in-game mechanics, user interface development, level design, and playtesting.  I also prepared a game design document that covered core mechanics, narrative synopsis, and user interface wireframes.