Portfolio
Programming
Professional Experience
Midnight Paw Studios
Billy Saves the World
Programmer
2018-2024
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.
Interface: Collectibles, currency, equipment, health, and inventory management.
Gameplay Features: Worked in Action Manager to implement stores that sell abilities, rest areas, time trials, and fast travel.
Animations: Queuing sprite motion graphics, dynamic lighting, and visual effects as well as improving the camera system and improvising iterative movements.
Personal Projects
Pfundt Game Design
Tiny Gear
Programming
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.
Interface: Implementing button interactivity and a point system to challenge players to beat high scores.
Gameplay Features: Garbage collection, optimizing performance, handling game over scenarios, and implementing randomized platform generation.
Animations: Cueing flickering death feedback and controlling platform speed, jump mechanics, and rotation based on the player's current position.
School Work
Vancouver Film School
Game Design Awards
Best Final Project Nominee
Vancouver Film School
Super Neon Colosseum
Programming
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.
Interface: Made some of the heads-up display functional and implemented all front-end menu navigation systems.
Vancouver Film School
Game Design Awards
Best Game Design Document Nominee
Vancouver Film School
Smashed Bros.
Programming
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.
Interface: Structuring the settings and front-end interface.
Gameplay Features: Deconstructed all game mechanics into detailed charts, isolating individual variables to support balancing efforts.
Animations: Formulated flowcharts illustrating the interrelationship between all movement states.
Vancouver Film School
Game Design Awards
Best Board Game
Vancouver Film School
Origin X
Programming
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.
Interface: Assembling alphanumeric cards and a grid to determine the position of where to spawn equipment.
Gameplay Features: Integrated randomized item generation, assigned distinct die types to each weapon, implemented a tracking system for agility and health, and simulated diverse gameplay scenarios to refine the overall experience and promote greater player agency.
Animations: Allocated a variable running speed adjustment based on the type of weapon being carried.
For more detailed information about how to play, refer to the Instructions.pdf.
Game Jams
Global Game Jam, Incorporated
Gear Shift!
Programming
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.
Interface: Experimented with the team to put together the front-end, health bar, map icons, results screen, and rotary shifter.
Gameplay Features: Blueprinting for user input to activate both projectile types; adding impact-based explosions that inflicted damage, launched rocket prefabs with forward momentum, and employed a line renderer to simulate machine gun fire.
Animation: Although the in-progress vehicle destruction was excluded, contributed to enhancing vibrating car illumination, managing ground colour transitions, adjusting stellar variability in the sky, and shifting light hues within the King of the Hill–inspired area.