Portfolio
Game Design
Personal Projects
Pfundt Game Design
Tiny Gear
Game 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: Developing losing and winning conditions, as well as designing the mechanics for how the player transitions between platforms.
School Work
Vancouver Film School
Game Design Awards
Best Final Project Nominee
Vancouver Film School
Super Neon Colosseum
Game 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: Assisted the team with generating the initial concept and produced documentation outlining core mechanics, continuously updating it to reflect changes such as balancing adjustments.
Vancouver Film school
Game Design Awards
Best 2D Project Nominee
Vancouver Film School
M.O.N.O.L.I.T.H.
Game Design
2017
A two-dimensional multiplayer video game where players use alien abductees to battle each other using specialised weapons, presented from a top-down perspective in a sixteen-bit-inspired environment.
Game Design: Assisted in developing a class system, flashlight feature, and hiding mechanic through documentation, with consideration for implementation over a local area network.
Vancouver Film School
Game Design Awards
Best Game Design Document Nominee
Vancouver Film School
Smashed Bros.
Game 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: Pitched the original concept, highlighting key features like chaotic drinking sprees and intentionally wonky physics to simulate an intoxicated state.
Vancouver Film School
Game Design Awards
Best Board Game
Vancouver Film School
Origin X
Game 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: Fashioned a team focused experience through gameplay system concepts such as ability enhancements, weapon categories, damage mechanics, and an objective-driven “Capture the Flag” mode.
For more detailed information about how to play, refer to the Instructions.pdf.
Game Jams
Global Game Jam, Incorporated
Gear Shift!
Game Design
2018
An experimental three-dimensional car combat video game where players battle for territory, viewed from a third-person perspective in a bright, fluorescent atmosphere.
Game Design: Brainstorming the initial concept for a car combat split-screen experience featuring obstacles, gear shifting, and a “King of the Hill” styled mode.