Mario and DK:
Minis on the Move


Summary: 
Race against the clock to create paths and get the Mini-Marios to the goal. The game features multiple puzzle modes as well as unlockable mini-games. You’ll want to learn each game mode and then master the puzzles, which in turn, will help turn you into an expert puzzle creator yourself, as the game will include a robust system for creating and sharing your own puzzle content.



What I did as Game Designer:  
  • Designed and implemented 2D puzzle levels for the main game. 
  • Created tutorial images and messages using Photoshop and localization software.
  • Prepared design documents, task lists, and game pitches. 
  • Prepared prototype images/diagrams of mechanics in Photoshop for use in documents.











The Escape 

Engine: 
Unreal Development Kit

Summary: 
Help Watt escape his creators in this 2.5D puzzle platformer by navigating an underground facility loaded with robot minions, electrifying collectibles, and stunning chromatic environments. 

What I did as Game Designer:  
  • Prototyped three puzzle platformer levels using Google Drawing, then modeled them out in UDK
  • Using Adobe Flash and Scaleform, created menus and in-game HUD
  • Using Unrealscript and Kismet, created a sidescroller camera, enemies, checkpoints, animated platforms, collectibles, and projectiles
  • Modeled and textured tileable art assets for background
Tools I used in this project:  
  • Photoshop CS4 and  Crazy Bump
  • 3DS Max
  • Flash/Actionscript and Scaleform
  • UnrealScript and Kismet
  • Google Drawing (2D level layouts)







Mirrors Edge Level

Engine: 
Unreal Editor

Summary: 
After being set up by some corrupt cops, Faith must escape her captors atop the dangerous buildings in the city.

What I did as Level Designer:  
  • Made a prototype of the level in Flash and then grey boxed it in 3D Studio Max and the Unreal Engine
  • Playtested the level to refine gameplay with both PC and Xbox Controls
  • Used Mirror's Edge's art assets to flesh out the world
  • Using scripted props and actors, turned map into a Mirror's Edge Time Trial so that players could play the level on their own copy of Mirror's Edge
Tools I used in this project:  
  • Unreal Editor
  • Adobe Flash CS5
  • 3DS Max









Puzzle Pusher Party

Engine: 
Custom Engine in C++ 

Summary:  
A fast-paced multiplayer party game where players race to push their blocks into goals!

What I did as Lead Designer:  
  • Created the idea and designed its multiplayer isometric gameplay
  • Designed are balanced multiplayer party items
  • Created menus and a visual experience HUD 
  • Ran frequent playtesting sessions, then analyzed the data using questionnaires and notes
  • Handed out design tasks to team using an updated GDD and an online ticket system
  • Designed over thirty levels using a grid based map in XML

Tools I used in this project:  

  • 3DS Max
  • Photoshop CS4
  • Visual Studio 2008
  • FMOD Designer
  • XML Level Editor
  • Google Docs

DigiPen Game Awards 2011:

  • "Best Multiplayer Game" 
  • "Most Addictive Game" 


Twin Falls TF2 Level

Engine:  
Source Engine

Summary:  
Set in a forest by twin waterfalls, this symmetrical king of the hill map is the battle zone between two major factions, Red and Blue. 

What I did as Level Designer:  
  • Created a 2D layout of map in Photoshop
  • Modeled out a white-box in of the level layout in Source
  • Used Hints, Skips, and Occlusion Brushes properly in level for optimization
  • Used Team Fortress's mesh and texture library to populate the level for visual appeal 
  • Created the proper King of the Hill gametype using timers, spawn balancing, and objective tuning in Source SDK.
Map Popularity:
GameBanana:  Map Downloads = 200  Map Rating = 9.6
TF2Maps.net
:    Map Downloads = 76  Map Rating = A-


Tools I used in this project:
  

  • Photoshop CS4
  • Source SDK (Hammer)

Download Map 




Plateau TF2 Level

Engine:  
Source

Summary:  
A desert themed map with the control point on top of a plateau.

What I did as Level Designer:  
  • Created a 2D layout of map in Photoshop
  • Using Max, made a white box of level
  • Formed spherical map design to increase player flow and to decrease getting shot from behind
  • Created a 3d Skybox using Valve's Sky camera 
  • Created  the proper King of the Hill gametype using timers, spawn balancing, and objective tuning in Source SDK.

Map Popularity:
GameBanana:  Map Downloads =
283  Map Rating = 8.8
TF2Maps.net
:    Map Downloads = 40  Map Rating = A+

Tools I used in this project:  

  • Source SDK (Hammer)
  • Photoshop CS4

  •       Download Map
     


    GEAR: Full Circle

    Engine:  
    Custom Engine in C++

    Summary:  
    A puzzle/platformer where the hero will have to swing, ride, swim, and even spin the world in order to get through the eighteen levels this game has to offer!


    What I did as Level Designer:  
    • Created intro level which teaches basic jump and swing mechanics in game
    • Created the 3 levels for the hard mode
    • Designed How to Play screen in Photoshop
    • Held playtesting sessions to test gameplay in levels

    The levels I made in GEAR were designed to be fast, fun, and intuitive to the player. The first three levels focus on teaching one mechanic each. The fourth and fifth combine all the mechanics and become progressively harder. We also have three hard levels, which are geared towards the hardcore audience. These are very fast-paced, and utilize swinging and rails in new and unique ways.

    Tools I used in this project:

    • GEAR Level Editor
    • Photoshop CS4




     



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