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Game Projects

Below, you will find games that I have worked on in the past.

Though currently composed of only a couple academic game projects, I do have future plans to populate this page with more content.

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Albireo

Academic Project

Genre: 3D Survival Shooter
Engine: Unreal 4​
Developers: 13

Role(s): Creative Director, Level Designer

In Albireo, you are Radial, a security guard aboard Albireo, a research facility in the depths of space. A freak containment breach unleashes an alien infectant upon the crew who rapidly succumb to the virus and their afflicted former crewmates. In a failed effort to contain the spread, power across Albireo is shut down, preventing any attempts to escape. You must traverse the infested facility in search of backup generators to escape. Will you be the sole survivor? Or will you become swallowed by the pestilence?

As the creative director, I led the direction of the project and oversaw key aspects - from art (colours and asset styles) to gameplay (character and enemy) mechanics and behaviours - in order to deliver a consistent and engaging experience.

As the level designer, I designed and implemented all iterations of the map while communicating what kind of environmental assets need to exist. Additionally, I had a heavy hand in determining the placements of items and enemies.

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Soulcaster

Academic Project

Genre: 2D Puzzle Platformer
Engine: Custom-built Engine (C++)
Developers: 10

Role(s): Design Lead, Level Designer

Available on Steam

In Soulcaster, you are an archaeologist exploring the underground depths of a mystic Mesoamerican temple. Harnessing the arcane powers of a soul projection artifact, you must overcome the many and varied puzzles of the temple in order to make it back to the surface. Will you best the temple's obstacles and see the sun once more?

As the design lead (for the purpose of the course, this was effectively a creative director role), I maintained a clear project vision and made important creative decisions while also closely coordinating with all of the disciplines to ensure that various aspects of the game were conforming with both the intended vision and with each other.

As the level designer, I created all of the puzzle mechanics and their interactions, and designed/iterated all (but one) of the levels that are in the game while carefully planning the introduction of new mechanics as well as keeping track of flow and difficulty scaling.

As a final note, I also designed the wireframes for all of the UI in the game's menu and gameplay screens.

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