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.

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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.

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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.

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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.   

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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.

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Disco Is Dead featured unique Slappable Controllers, which players would physically slap to fight off zombies!

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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.

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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. 

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Infinity has since been completed and gone on to be used by General Electric.

OTHER Projects

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