Portfolio
Design/Level Design
Professional Experience
Midnight Paw Studios
Billy Saves the World
Junior Design/Level Design
2023-2024
A two-dimensional video game starring Billy, who players guide through a platform-filled open world to complete a comical, narrative-driven adventure, presented from a side-scrolling perspective.
Game Design: Boss battles, level creation, mission progression, puzzle development, and minigames.
Personal Projects
Pfundt Game Design
Tiny Gear
Design/Level Design
2014
A two-dimensional video game starring a cog that players guide to jump over obstacles in an endless runner, presented from a top-down perspective with an Atari 2600-inspired aesthetic.
Game Design: Creating pre-production documentation and designing the safe-area introduction of the level.
School Work
Vancouver Film School
Game Design Awards
Best Final Project Nominee
Vancouver Film School
Super Neon Colosseum
Design/Level Design
2017-2018
A three-dimensional multiplayer hover tank battle arena video game where players use projectiles to eliminate their opponents, viewed from a third-person perspective within a retro-wave atmosphere.
Game Design: Analyzed pinball machine interactions to design the first iteration of the level, including the development of a track generation tool.
Vancouver Film School
Game Design Awards
Best Game Design Document Nominee
Vancouver Film School
Smashed Bros.
Design/Level Design
2017
A Digital Design Document for a three-dimensional where players use party animals to intoxicate opponents using alcohol-infused weapons, viewed from a third-person perspective in a vibrant alcohol-themed stage.
Game Design: Formulating a map layout in combination with beat, environment settings, location markers, and obstacle charts.
Vancouver Film School
Game Design Awards
Best Board Game
Vancouver Film School
Origin X
Design/Level Design
2014
An American-style board game prototype where players command soldiers and throw various dice at a large three-dimensional reticle to determine damage against opponents, presented through a blend of first- and third-person perspectives in a science-fiction atmosphere.
Game Design: Experimented with multiple map configurations to establish the permanent locations of each home base as well as the structure of spawnable wall divider tile sets and elevated areas.
For more detailed information about how to play, refer to the Instructions.pdf.