About

I'm a Game Design and Development student at RIT who is especially interested in the design of singleplayer games that are driven by story and exploration. I have experience with art, programming, game design, and (especially) level design. My wide variety of skills can make me a useful addition on many different teams.

Other Info

Personal Projects

Projects made for personal reasons which demonstrate game design or software development skills.

Maybe Even Bun Fast

A game developed on and off using Godot from January to December 2024.

A fast paced 2D action platformer, with an emphasis on allowing players to achieve a sense of speed.

Players shoot enemies while running through numerous short levels. A ranking system adds replayability.

Development allowed me to familiarize myself with Godot's tools, as well as learn how to polish various aspects of a game that I had not worked in previously.

Features

  • 17 levels, one of which is a boss fight
  • Several level elements such as speed boosters, bouncy blocks, crumbling blocks, and destructible objects
  • A functional save system and options menu
  • A system that assigns ranks to the player's playthrough of a level based on speed, collectibles, and dodging ability
  • A dialogue system that reads text and changes elements such as text speed and character portraits based on json data

Link to the game

Available to play on itch.io

Canceled Untitled Metroidvania

A game developed solo using Unity and C# on and off from August of 2018 to December of 2022. It was my first large-scale project.

The game is a metroidvania-style platformer inspired by games such as Cave Story, Hollow Knight, Metroid: Zero Mission, and The Legend of Zelda: Link's Awakening.

The game includes simple combat with both melee and ranged abilities. Exploration is fairly nonlinear, with a few different paths that can be taken through the game. Optional health and magic upgrades can be found as well.

The project was ultimately canceled due to its long development period creating a significant gap in quality between new and old code and design. Much of the old code was not usable at the scale the game reached.

What was done

  • 4 areas were playable and had their basic layouts completed. (Levels use Unity's tilemap system)
  • 3 bosses were partially implemented.
  • 1 boss is fully playable, but lacking in animation.
  • 7 abilities are implemented and functional.
  • Several graphical elements were created, as well as some music.

Academic Projects

Projects that were made for the purposes of schoolwork and display relevant skills.

Funky Mungos

A 3D collectathon platformer made with a team of 7 in Unreal Engine 4 over the course of 15 weeks. The game includes one level and a hub area.

My primary role in the project was level design. However, I also created low resolution textures to be used for the game's environments. During the early concept phase of the game I helped the team as we conceptualized the general game loop and movement mechanics.

While working on this project I used both paper level sketches and in-engine iteration to create a level and hub area for the game. Throughout the process I used UE4's terrain tools, primitive objects, free assets found online, and objects created by other team members. I also worked with gameplay programmers on concepts for additional objects for players to interact with.

Cheese Master

A game developed solo over the course of 2 weeks using Javascript, PIXI JS, and Howler.

A top down action adventure game with 5 levels. The game is centered around a dash mechanic which is used to evade enemies.

In this project I learned how to use Javascript to develop games for the web, and also practiced my game design skills. This was the first fully-featured game I've made for school outside of group projects.

The game uses AABB collision detection and loads levels from Javascript objects and arrays.

Features

  • 5 levels
  • A lock and key system
  • 2 enemy types - slimes and bouncers
  • Original pixel art graphics

Link to the game

Available to play on itch.io

Tower of Lumeth

A puzzle game developed in 5 weeks in a team of 5.

A top down block pushing puzzle game with 14 levels and 4 special abilities.

In this project I worked on level designs, fully designing most and revising the designs of the rest. I also created all of the art assets outside of menus.

Features

  • Push, pull, swap, and teleport abilities
  • 14 levels that teach and make use of these abilities
  • Hand drawn graphics

Link to the game

Available on itch.io

Mods and Level Editor Work

My Artwork

Drawing of Dog

Outdoor Charcoal Drawing at RIT, 1 hr

Jackalope Character Design

Mouse Character Design

Tumbleweed Skeleton Design

D&D Player Character Design

TTRPG Cover

TTRPG Landscape Art