Game & Level Designer: Drakon Raiders
Designed nine different units with various stats and attack abilities for engaging and tactical gameplay.
Created two different “factions” that act as different playstyles to boost player interaction and choice.
Performed balance changes via stat adjustments for well-rounded play to promote fair, competitive play.
Crafted cartoony visual effects, informative UI elements, and 4 narrative-rich and lively environments.
Game Designer: Rose to Revolution
Ideated core gameplay concepts and formal elements using Miro boards with fellow game designers.
Designed a robust enemy AI for determining unit prioritization based on current stats, ability advantages, and player unit placement.
Performed game balancing through stat adjustments per unit for immersive and playability purposes.
Worked with the art team to craft a unique visual style that fit with the narrative specifications.
Game Designer: Restaurant Rush
Created an engaging and fast-paced board game inspired by Up the River, where you must move your cars across the board while activating tile effects that may assist or hinder you.
Developed and iterated on the tile effects mechanic to maximize strategic choice and player enjoyment.
Focused on a playcentric design approach to boost the player’s experience.
Collaborated with three other game designers in an agile environment to meet weekly deliverables.
Documented each iteration of the game rules and our process in a design journal.
Coordinated weekly playtest sessions with outside participants to ensure quality and ease of play.
Game Designer: Toy Box Brawl
Created a strategic, unit management game, where you must claim tiles on the board for victory points using toys from your toy shelf.
Developed and iterated on the energy system, energy tile boosts, and overall narrative design of the game.
Focused on a playcentric design approach to boost the player’s experience.
Collaborated with three other game designers in an agile environment to meet weekly deliverables.
Coordinated weekly playtest sessions with outside participants to ensure quality and ease of play.
Curated a playtest survey to highlight strengths and weaknesses with each iteration.
Game Designer: You Spoiled It!
Created a role-based, hidden traitor game, where you must appease a food critic with good dishes while trying to find and mitigate the damages of an evil chef among you.
Developed and iterated on the chef roles and action economy balancing.
Focused on a playcentric design approach to boost the player’s experience.
Collaborated with three other game designers in an agile environment to meet weekly deliverables.
Coordinated weekly playtest sessions with outside participants to ensure quality and ease of play.
Curated a playtest survey to highlight strengths and weaknesses with each iteration.
Game Designer: Necro Swarm
Implemented a game design document to convey the general concept of the game.
Developed the narrative, art, and design direction for the various factions, levels, and units.
Outlined the core mechanics of the game, including the objective, game flow, and combat.