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LATEST PROJECTS
Warren The Warlock
Level Designer / Game Designer / Programming / Team Lead / UI Designer / Art & Animation
Warren The Warlock was the capstone project for my time at Full Sail University. This project was spanned four months and was completed by myself and three other team members. The project took forty-plus hours a week for those four months and went from a simple idea to a completed game. My daily duties aside from leadership and organizing meetings and schedules were as follows: Level designs, art, animation, programming various player actions and other mechanics, UI design and programming, testing, and overall design and mechanics.
Level Layout Map
Level Designer
This level was designed in a two week period. I began with an LDD and then moved over to google draw and began adding basic shapes and sections. After the basic outline was there, I began fine-tuning the level map to make it look more realistic as it would in the level if it were being played. I added color-coded sections and began adding in notes and directional ques, etc. I then added in reference images of some basic prototyping I had done in Unity of the featured assets.
No Name
Team Lead/Game Designer
This was a month-long project in which I served as the team lead. This short prototype is a top-down adventure title in which the player would primarily avoid enemies and use the environment to reach certain areas of the map. My daily tasks included designing areas of the game space as well as all UI and audio design. I also programmed the inventory system as well as the primary snapping mechanic.
Crumble
Game Designer/Programmer
A 2D platformer created with Unity 2D, C#, Google Draw, and Aesprite. The game was created over the course of four weeks. In those four weeks, it went through several iterations and design changes, as well as level balancing. Several play-test sessions were held and the game was adjusted to reflect some of the feedback given. My duties on the project included the first and fourth levels, story narration, scene management, player functionality, animation, and the creation of art assets.
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Happy Paws
Game Designer/Programmer
This is a top-down simulation game. The game consisted of entering a pet shop as a customer and assisting a distressed pet shop owner. Her pets have escaped and the player is tasked with finding them and returning the shop to order. The game was made over the course of two weeks and taught me a lot about scripting through trial and error. This is where I learned to use arrays and different states in C# programming. The game was made in Unity 3D. I took my love for simple, pixel art, and used that to make the majority of the art. The inspiration came from my love of simulation games such as The Sims, and SimCity.
SCRAPS
Level Designer/Team Lead
SCRAPS spanned four months. In this time, I worked solo, and with a team to create a level and then combine that level with teammates to create a game. The core functionality and the basis of the game itself were created by Full Sail University. I took the role of team leader and helped keep everyone on track. My daily duties included programming, polishing mechanics, bug hunting, terrain and asset creation, objective placement, level organization, and making sure the story and level progression fit the scope of the project. Each student created their own level. The second level, called 'The Wreckage' is the level I created and is located at the six-minute mark in the video.
Hex Wars
Game Designer
Hex wars was a month-long project that opened my eyes to game design. The game is an analog game where I created the board, materials, and pieces that were needed to play. I also created the rules and went through several iterations. I playtested heavily at local gaming centers and venues where owners would let me demo the piece and receive feedback from individuals. After several sleepless nights, I believe I finally created a very balanced and attractive looking game. This project opened my eyes to the reality that a game is never truly finished and can always be improved. The game pits the forces of light and dark against each other in all-out war.
Fighting Spirits
Game Designer/Team Lead
Fighting Spirits was an interesting project. It was created by myself and four others. We originally had the idea to make this as a VR title. We had the game design documents done and had even made a short video demonstrating some concept art and mockups. However, the scope of the project was completely changed. We turned the game around and developed it as an analog title. The board game had it's ups and downs and took forever to balance. After many playtest sessions and long nights of work with the team, we finally brought it to life. On a daily basis, I designed materials, mechanics, mockups, and stood in as the team's leader.
Brick Buster
Game Designer/Programmer
Brick Buster is my version of the iconic game, Arkanoid. This was one of my first projects and I wanted something that would challenge me but would remain simple enough that I could accomplish it with the knowledge I had. This project spanned one week and utilized Unity 3D with an orthographic view and C# programming. I added in a simple particle system and audio, as well as some unique levels.
This game already existed as a table-top game developed by other students at Full Sail University. I was given the task to create some mock-ups of what the game UI and GUI might look like if it were a digital game. This was a week-long project and consisted of getting very familiar with google draw and creating art for the mock scenes. This also helped me learn how to take information from paper and transform it into a digital version.
Legion:
Theater of War
UI/GUI Designer
Notable Mentions
Designer/Programmer
Over the past couple of years, I've also created several minor projects that weren't necessarily major projects but that I learned much from. Without these mini projects, I wouldn't have been able to complete what I have thus far.
Tic - Tac - Toe
Created a digital game of TTT from start to finish. Polished building arrays in C# programming and learned about buttons.
Sneaky Sneaky
Learned to use navmeshes and state machines in Unity 3D by creating a simple single scene setup of basic primitive shapes.
Pong
I recreated the original Pong. Learned the basics of game design and how to apply force to objects in Unity 3D via C# scripting.
Winter in Japan
This was one of my very first projects. It included creating a scene and filling it with content resembling that of Japan during the winter. I learned the fundamentals of object creation in Unity and importing files from Maya. I also learned how to create particle systems.
Mario Art Clone
I took the first scene from the first level of Mario and recreated it using pixel art. The colors are slightly off but I came pretty close to creating an exact replica. This taught me the importance of patience as I carefully placed each individual block.
Unreal Engine 4 - Blueprint Programming and Design
I created a basic scene in Unreal where I added in some basic shapes and objects. I then programmed my player and added AI to do different things such as movement, inventory, dying, animations, enemy behavior and other useful functionality using blueprint.
Fan Dream - Text Adventure
For this, I used Twine software to create a simple text adventure with multiple branches in the story. This opened my eyes to the importance of storytelling and how intricate it can be.
Maya Backyard Scene
When I started using Maya, I instantly fell in love with it. I had the freedom to create whatever I wanted. For this week-long project, I created a backyard. I learned how to use the different brushes and familiarized myself with exporting packages into Unity.
To see more or discuss possible work let's talk >>
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