Heroic Game Day
Heroic Game Day (Previously Heroes League) was my first professional career within games as a Mission Designer. Much of my created material I was not permitted to add to my resume, but my experience at this company helped me along my path as a designer far more than I could have ever hoped.
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From creating narrative content focused around unique heroes with existing character traits and lore, to designing missions and mission sets with an emphasis on learning specific tools, Heroic Game Day brought me far along my path as a designer.
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In my role as a Mission Designer we utilized scripts via google docs, complex narrative layouts via Miro, and professionally created lesson plans in order to teach and entertain kids. Managing tight deadlines, creating stories for a wide breadth of heroes, and providing players with tools for success were all staples of my experience at Heroic Game Day.


KILN
KILN is a powered by the apocalypse tabletop roleplaying game that I have been working on in my spare time for the past three years. Within, you'll find a unique collection of 18 half-classes designed to be matched in pairs with each other to create a potential 81 different classes.
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KILN has quite possibly taught me the most about narrative design. Creating a unique character image that sticks in someone's mind, invoking a feeling of risk-and-reward to the player, adjusting numbers to play nicely with such a limited rolling system, and creating tools to be utilized by game masters of all kinds to craft a unique story with their players rather than presenting them a goal with little input.
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While we are still working on creating a full itch.io page and cleaning up the graphic design of KILN, you can download the adventure path I've created to get an idea of what the game has to offer to someone new.
Tarben, Make of the Grave
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Revenge of the Killer Octopus
EAE Senior Project - Steam
Revenge of the Killer Octopus is a third-octopus shooter where our titular octopus hero fights through waves of scientists to eventually escape their clutches.
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This is simultaneously the longest and largest project I've worked on. I started work on RotKO in October of 2021 and it will release in May 2022. Having a full team size of 24 people, there was plenty to manage as a producer. From communicating between separate subteams to organizing tasks for people, all the way to managing art and supplying extra assets as needed for the game. There were plenty of times where I'd have to fill in for another position due to the needs of the game and schedule, and I'm proud of the end result of the project.
Am I Lucky?
Am I Lucky? is a short story of how one man handles a gambling addiction and his gradual descent into wasting all his money. This game was developed over the course of a semester for my Alternative Game Development course where we attempt to tackle serious issues through the scope of developing a game.
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Due to the team being only 5 people large, I had to wear far more hats than just a designer. I did all of the writing in the game, breaking the game down into a short story about a gambling addiction and implementing that experience in the game. Am I Lucky? succeeds at giving a brief glimpse into how things like scratch tickets and lotteries can be addictive, but I believe if I had more time I would've been able to delve further into the impact on someone's life that it can ultimately have. It's an experience that I'm glad we were able to put together, but can only wish I could do more


Rich Relics
Rich Relics is a short VR object-hunting experience. It was developed for the 2022 Global Game Jam within 48 hours.
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For this project, I mostly worked as a 3D modeler and level designer. Due to where my overall skillset lays and who I was working with on this project, our chief focus was developing three full levels that are chock full of different objects and items that the player could hunt around for.
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The real fun of this game came from making it with a compact team of good friends of mine- we all knew each others strengths and weaknesses, and were able to put together a solid VR experience within the time limit.

SocketBot
SocketBot is a game about a small robot who has to sacrifice movement for upgrades to battle their way through levels chock-full of enemies. This was one of the first few game jams I had the opportunity to work on. It was developed in 48 hours for the 2020 GMTK Game Jam.
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This game was all about speed and efficiency for me. From making the initial assets for weapons and the robot to getting them fully UV'd and textured, it was a gauntlet of speed and experience that taught me how to work through many of the hurdles within game development.