Portfolio

Iron Maiden: Legacy of the Beast | Bike Unchained (Redbull) | Warhammer 40,000: Carnage

Roadhouse Interactive (July 2015-July 2016)

User Experience Designer

  • Research competitive products and analyze personas.
  • Create vision mood boards and UI style guides.
  • Create flows, wireframes (in Omnigraffle), test with Tapcase.
  • Create mock-ups using Photoshop.
  • Write detailed design docs.
  • Oversee implementation in Unity with NGUI.
  • Design improvements and fixes based on an established style guide.

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Qooco

Roadhouse Interactive (April 2015-July 2015)

Game Designer

  • Design, pitch and iterate game mechanics to teach real-world mechanics and encourage long-term learning for an educational mobile application.

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Criminal Legacy | Knights and Dragons

IUGO Mobile Entertainment (August 2014-April 2015)

Game Designer

  • Writing feature document proposals, refining and implementing features.
  • Data analysis with the aim of improving retention, conversion and monetization.
  • Combat and economy balancing
  • Creating and implementing content for live operations (character aesthetics, quests, dialog, events) utilizing the in-house engine.
  • Streamlining live operations design processes.
  • Communicate with art, client, server, QA & publishers to facilitate development.

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GD34_Misorderly_AB

Misorderly

Vancouver Film School Student Project (Jan-June 2014)

Game Designer | Narrative Designer | Project Manager |
UI Programmer | Voice Actor

  • Designed game mechanics, edited documents.
  • Managed daily scrum, organized schedules and task lists, co-ordinated design meetings, oversaw game vision, oversaw audio design, managed collaborators.
  • Character design, wrote game dialog in active script format, cast and directed voice actors.
  • Oversaw UI design, used NGUI and C# in the Unity engine to script menu flow & HUD, implemented art.
  • Created low-poly environment models in Maya, created textures in Photoshop.

Misorderly is a 3D side-scrolling, meta-fantasy, action-tactics runner, where the player controls a party of four video game characters who are trying to out-run a patch that’s going to delete them. 

Swap the positions of the party to kill enemies, collect power-ups and survive for as long as possible!

Play Online here. (Click to follow Link)

Note: When the “Unity Player needs your permission to run.” message comes up, click “Always on this site”.

Download and play PC build here. (Click to Download)

Download and play Mac build here: (Click to Download)

Post-mortem here: (Click to follow Link)

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Mama Is Sick

Ludum Dare #28 Game Jam (72 hours) Project (Dec 2013)
Theme: You Only Get One

Game Designer | Narrative Designer | UI Designer |
Project Manager | Artist

Out of 780 entries, ranked:
#48 – Mood
#84 – Overall
#85 – Innovation

Mama is Sick is a resource-management, hard-times simulation game. You only get one dollar a day to look after your family while papa is away and mama is sick. Buy food and water to to keep your family alive. Choose whether to work or to attend school and study. You have to last 50 days until papa comes back. Will you manage to graduate? Will everyone survive?

Play here: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=30729

Post-mortem here: https://appletomypi.wordpress.com/2013/12/18/gamepost-ludum-dare-28-mama-is-sick/#more-2839

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GameName_Header

Milkma’am Moo & the Mozzarella Moon

Vancouver Film School Student Project (Aug-Dec 2013)

Game Designer | Narrative Designer | Project Manager |
UI Programmer | Voice Actor

  • Designed game mechanics, design documentation.
  • Managed daily scrum, organized schedules & task lists, co-ordinated design meetings, oversaw game vision.
  • Character design, wrote and recorded dialog.
  • Used Actionscript 3.0 to script HUD & implement art.
  • Sourced, edited and implemented SFX and music.

Milkma’am Moo & the Mozzarella Moon is a 2D vertical-scrolling, digging game where the player controls a disgrunted ex-dairy employee, grating her way to the core of the cheese moon to blow it up!

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