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Systems and Technical Design
Through Rust We Are Returned | Lead Designer and Product Owner
As Lead Designer, I designed our core gameplay loop and combat systems. I also created our levels and encounters, designing combat arenas that act like puzzleboxes for the player to solve. As Product Owner, I spearheaded a development team of 19 individuals and ensured that Through Rust released in the best possible state.
Soul Reaper | Design and UX Programming Intern
I worked at Power Level Studios, an indie studio based in Montreal, Canada, on a monster-collecting RPG inspired by Pokemon and Diablo. As an intern, I worked hand in hand with the lead developer on revising the combat system and adding in tons of player feedback through UX programming.
OASYS | Systems and Level Designer
As Systems Designer, I designed a set of systems that could be used to interact with the environment and solve puzzles based on the surrounding landscape. As Level Designer, I created visually stunning areas encouraged exploration and engaged the player with the narrative during gameplay.
Meridian | Solo Developer
With Meridian, I really wanted to showcase my technical ability and proficiency with both design and programming toolsets. I designed and programmed a custom shader system that allowed shaders to interact with the physical gameworld through color. I created an explorable archipelago, complete with both on-foot exploration and sailing mechanics. For the camera system, I used Cinemachine to create dynamic camera movements, custom transitions, and animations.
Lane Violation | Lead Designer
As Lead Designer, I designed the gameplay loop and levels of Lane Violation to work with our unique control scheme - a steering wheel.
Culture in the Kitchen | Systems and Technical Designer
Culture in The Kitchen was designed to teach kids about Haitian cuisine and cooking methods. I designed the core gameplay, which consisted of various cooking stages each with their own unique mechanics.
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