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TEAM PROJECTS
ALDAR: THE WELL OF FATE
About: Aldar is a puzzle adventure game where a bird person saves a Nordic inspired land from doom.
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Producer - On this team, I worked on managing all parts of the team and leading production. This includes managing schedules, communicating across disciplines, and meeting deadlines.
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Lead Designer - As a lead designer, I lead the design development from pre-production to production. With a focus on systems and levels, this had me prototyping mechanics, writing up documents and spreadsheets, and lots of testing and implementing.
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(Art by Yeska Cherkashina)
DELTA TIME
About: Delta Time is a 2D action-platformer where you rewind time to create clones you interact with to defeat enemies and overcome obstacles.
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Programmer - On this team, I worked as part of the core engine team. This allowed me to work on core elements in our game, like the audio, graphics, and physics. I was also able to make changes based on what the designers had wanted like character and enemy value changes.
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System Designer - As a technical designer, I was also able to assist the design team over the course of the game, working with both the design and tech teams. I was able to work on playtesting and making changes to the enemies, and then make the changes in our custom engine.
ROBRO BLASTER
About: RoBro Blaster is a 2D platforming sci-fi shooter with a variety of enemies, weapons, and unique boss battles.
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Lead Designer - For this project, I had the majority of control of the design for this game (along with my technical members). I was in charge of all the enemies and bosses, along with their behavior, each of the 4 weapons and their behavior, and all the level design.
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Programmer - While doing the design, I also worked alongside the programmers to implement core features. I worked on the AI, physics, and audio parts of the engine, as well as extensive debugging and testing.