I enjoy designing everything in games down to the smallest player interaction. Every time I start a new design I try to make it twice as good as my last one.
This level was designed from the Indiana Jones movies using not only the themes but also the scale of the sets. It consists of three puzzle rooms all scripted within kismet. The first room is a brake-out style puzzle, using snake heads as buttons. The second is a rotating Mayan calendar, the player has to align the pieces to a specific date. Then in the last puzzle the player has to rotate statues so they mimic each other.
Inside Tulum
This level was designed from the Ridley Scott's Alien movies; mainly taking art cues from the Prometheus ship. The layout was based from the main ship in the Firefly TV series. In this level the player can only interact with the environment and is given a flashlight with a limited amount of energy. The player is then forced to react quickly and overcome enemies without the use of combat.
Solipsism
This level was designed from the movie Mission Impossible: Ghost Protocol. A sandstorm comes in periodically which mimics the sames effect seen in the movie. The twin skyscraper layout was designed from Petronas Towers in Malaysia. Instead of a single corridor it has a dual level that connects both bases together.
Sands




































Pirate MMO
Military Boardgame
Game Design Docs
Levels
Abstract
Mobile game
This is a procedurally generated memory puzzle based on the Hasbro Simon analogue game. I created the basis of the design around the visual user feedback of the original game and added audio for the player's progression feedback. Everything was scripted and generated in Unreal Kismet.
Simone Says
Igor's Catapult
Igor's Blade
Game Pitches
Fashion Bomb
This game was designed from a previous game mechanic I created in school combined with a "Clueless" shopping theme. The project was created during a game jam where I helped cordinate logistics and manage the jammers. The main concept of the game is to create a seasonal outfit and keep the floor clean.
Zombie Killer Squad
I helped design and produce the project from conception to launch. I designed seamless interchangabale maps for the endless runner using Subway Surfers as the main reference. I also helped with modeling, texuring, and animating various assets.

