On each game, I led small teams in the design process. I coordinated with team members to create the optimal experience. In order to communicate my vision effectively I drafted design documents, wireframes and prototypes. To stay organized, I set deadlines and assigned tasks.
Games are shown in reverse chronological order.
Games are shown in reverse chronological order.
Steal Master! (3D)
Position: Game Designer & Project Manager
Become the city menace!
Sneak around the city to pickpocket civilians on the street and buy assets using the stolen cash! Avoid obstacles and run away with as much money as possible to store in your safe! (Gameplay videos are located in the "Gameplay Videos" section)
Sneak around the city to pickpocket civilians on the street and buy assets using the stolen cash! Avoid obstacles and run away with as much money as possible to store in your safe! (Gameplay videos are located in the "Gameplay Videos" section)
Smash n' Roll! (3D)
Position: Game Designer & Project Manager
I developed this game with one other designer in three weeks. In the hyper-casual market, there was a common trend of choosing the obviously correct side. For example, in one game, you would play as an arrow flying through the air. If you went to one side of the platform, it would increase the amount of arrows you have by 20, yet going to the left would subtract 10. "Smash n' Roll!" is my attempt at creating a variation of this trend. Instead of arrows, I used people. By running into other people, you create a large human ball. The goal is to form a human ball big enough to smash through obstacles and reach the end of the level.
Position: Game Designer & Project Manager
Led and managed a 4 person team to develop a FPS for mobile. In this game, players must fight their way through a bank, explode a vault and collect as much loot as they can. Prototype is currently available on the App Store.
"Rob It!" was my first experience creating a FPS. I wanted to see how I could take a sophisticated genre and convert it into a casual game for the iPhone. I was heavily influenced by "The House of The Dead" mechanics. You do not control the movement of the player. Instead, the player simply has to focus on aiming and shooting. There is a pre-determined path for the player. However, there are stopping-points along the path in which the player must kill all enemies in-sight in order to progress. Finally, I added an Ak47 power-up which becomes available to the player after they have killed a number of enemies. I wanted to reward the player for doing well and I wanted to switch up the rhythm of the game. I felt that the player would become bored after constantly using the default pistol. Switching to a AK47 for a few moments and ripping through multiple enemies seemed like a fitting mechanic.
"Rob It!" was my first experience creating a FPS. I wanted to see how I could take a sophisticated genre and convert it into a casual game for the iPhone. I was heavily influenced by "The House of The Dead" mechanics. You do not control the movement of the player. Instead, the player simply has to focus on aiming and shooting. There is a pre-determined path for the player. However, there are stopping-points along the path in which the player must kill all enemies in-sight in order to progress. Finally, I added an Ak47 power-up which becomes available to the player after they have killed a number of enemies. I wanted to reward the player for doing well and I wanted to switch up the rhythm of the game. I felt that the player would become bored after constantly using the default pistol. Switching to a AK47 for a few moments and ripping through multiple enemies seemed like a fitting mechanic.
Position: Game Designer & Writer
Escaping To The Stars (Twine Narrative Story)
Position: Writer
"Escaping To The Stars" is a story about escapism through fantasy. A concept that we see every day through the use of video games!
Position: Game Designer & Project Manager
Position: Project Manager & Game Designer
Position: Game Designer & Project Manager
Diamond Run (3D)
Position: Game Designer & Programmer
In "Diamond Run", you journey through a mysterious environment and tap to place the remaining diamonds in the holes. The diamond moves at a constant speed. Each time the diamond is successfully placed, the speed increases. There are three lanes, as a result, the player must also swipe left or right to align themselves with the oncoming hole and tap to successfully place the diamond. Diamond Run generated around 550 downloads.
Designing and integrating the "fever mode" was most exciting for me. I had to figure out the best way to reward the player by making them feel overpowered for a brief moment. As a result, I implemented an electric animation, a wind animation, increased the speed drastically, and duplicated the diamond twice. In fever mode, each diamond covers all three lanes. The player has to simply tap to place the diamonds as opposed to moving and tapping.
Designing and integrating the "fever mode" was most exciting for me. I had to figure out the best way to reward the player by making them feel overpowered for a brief moment. As a result, I implemented an electric animation, a wind animation, increased the speed drastically, and duplicated the diamond twice. In fever mode, each diamond covers all three lanes. The player has to simply tap to place the diamonds as opposed to moving and tapping.
Fittin (3D)
Position: Game Designer & Programmer
"Fittin" is a thrilling adventure through space to fit into each torus and collect as many points and coins as you can. The player must align with the torus and be the same color to pass through. Therefore, the player must swipe up and down to change color and slide their finger left or right to align the ball with the hoop. As a result, the player is tasked with two different controls which they must master in order to progress far in the never-ending game. The speed of the game increases depending on how well the player performs. Fittin generated around 300 downloads.
Fittin was my entryway into game development. I created this game with no prior knowledge to mobile development. I learned a lot about programming, animations, mechanics, tuning, and publishing. Although this game was created in a “no-code” engine, I used javascript to implement additional features.
Fittin was my entryway into game development. I created this game with no prior knowledge to mobile development. I learned a lot about programming, animations, mechanics, tuning, and publishing. Although this game was created in a “no-code” engine, I used javascript to implement additional features.