A Game Designer interested in the stories games can tell the world.
I have years of experience in the industry, having worked to develop interactive learning experiences such as Infinity, mobile game apps such as the newly released Fracter, and unique boundary-pushing game experiences like the award-winning Disco is Dead.
​
As a designer, I believe in approaching projects by gathering knowledge and gaining a deep understanding of the objectives before moving into development. I value working in team environments but am also independent and self-driving, able to make and keep schedules and meet aggressive deadlines.
​
On a personal level, I am especially interested in how the interactive medium of games affords new opportunities for narrative design and player experiences, and forms of interactive design within those narratives.
Platform
IOS/Android
Role
Game and Level Designer
Tools Used
Unity
Team Size
7
Project Duration
11 Months
Projects
Most recently, I served as the Game and Level designer for Fracter, a dark atmospheric puzzle game developed for IOS and Android devices.
​
My responsibilities included designing and prototyping mechanics, levels, puzzles, enemies and other interactive elements, as well as conducting playtests and QA testing of the game.
​
Fracter reached #1 in puzzles on the UK, US and Canadian App Stores, and was chosen as a Fan Favorite in the GDWC.

Platform
PC
Role
Lead of Game Design,
Technical & Art Designer
Tools Used
Unity, Spine, GIT, Photoshop
Team Size
6
Project Duration
8 Months - Capstone Project
I was the lead Game Designer on Disco is Dead, a fast-paced, rhythm-based action game that saw player take on the roles of two disco-loving cops who slap their way through a disco-zombie apocalypse.
​
Disco Is Dead featured unique Slappable Controllers, which players would physically slap to fight off zombies!
​
The game took first place in three of four categories at 2017's Level Up showcase in Toronto, and was featured at GDC in 2018.
Platform
IOS/Android
Role
Game Concepting and
Narrative/Character Design
Tools Used
Unity, In-House
Server Tools
Team Size
5
Project Duration
4 Months - Contract
I served as a Game and Narrative Designer for Infinity, a trilogy of story-driven experiences developed by Experience it Inc. focused on taking leaders and managers through a learning experience in the increasingly digital workspace.
​
My primary responsibilities included developing characters and their associated branching storylines and conversations, additionally, I also worked to develop mechanics and run playtests, as well as making paper and lo-fi digital prototypes to prove and test designs before passing them off to the technical team.
​
Infinity has since been completed and gone on to be used by General Electric.