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.
Game and Level Designer
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.
Lead of Game Design,
Technical & Art Designer
Unity, Spine, GIT, Photoshop
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.
Game Concepting and
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.