Unannounced RTS. This project was an RTS set in a fantasy world with heavy grand strategy elements. I held ownership for Unit and combat balance, and focused heavily on encounter design, player facing information. I pioneered pipelines for asset importation and unit balance that are still used today.
Personal Highlights:
Ownership of Combat and Encounter Design
Pioneered Implementation Pipelines
Game Balance
Synergistic Game Design
Unannounced RPG. This project was a real time RPG with Sim like elements. I primarily focused on enemy and unit design, as well as a lot of content design, like Narrative events, Equipment, and Unit balance. I worked extensively with scripting languages in engine to rapidly prototype and polish things in game.
Personal Highlights:
Combat and Encounter Design
Narrative Design
LUA, JSON, and XML
Systems Design
Ara: History Untold, and Untold Scenarios DLC. Ara: History Untold is a 4x and Grand Strategy game, focused on resource management, production pipelines and city planning. My time working on Ara and it's DLC was spent working on fixing bugs, implementing narrative events and providing actionable feedback on the Scenarios of the DLC
Personal Highlights:
Narrative Design
Scripting and Prototyping
Game Testing and Bug fixing
Scenario Testing and Design
Unannounced Project. My last project at Stardock is an Unannounced title, I focused primarily on utilizing Unity to refactor existing code, rework UI elements, and bring the game up to standard. Additionally I was able to successfully pioneer an art pipeline for the project and begin to prototype systems in engine.
Personal Highlights:
Unity
UI Design
Conveyance of Information
Galactic Civilizations 4- Megastructures and Tales of the Arnor DLC. Galactic Civilizations 4 is a 4X game set in the spacefaring future. My time on Gal Civ was aiding with 2 large expansions, providing design support and implementing ship components, Planetary improvements, and the evergreen bugfixing.
Personal Highlights:
Narrative Design
Faction Balance
Game Balance
Game Testing
Solo Developer. SPITE is a project born from it's name. Over the course of 10 weeks I taught myself to do AI design in Unreal, working with Animation systems, Behavior trees, and Blueprinting to bring this Soulslike slugfest to life!
Personal Highlights:
Behavior Trees
Animation Blueprinting and Montages
Game Feel
Solo Developer. A Light Through the Mist was One of my first adventures into Unreal Engine. As a Solo Developer I made strong use of Unreal Engine's marketplace and assets to create a short 5 minute horror game!
Personal Highlights:
Blueprinting
Rudimentary AI Design
Puzzle Design
Level Design
Project Lead. Blood Tax was an earlier student project and a parallel venture Unreal Engine, alongside The Light Through The Mist. In addition to some of the core designs and helping with whatever was needed in Unreal, I was responsible for managing our team and assisting with development however I could.
Personal Highlights:
Project Management
Blueprinting
Level Design
Systems Design
Additional Projects