COLLECTIONS
This page has a few collections of projects organized by some of my common roles followed by my full project collection. Be sure to check out the read more’s to get each project’s full breakdown.
Projects where I served as a technical designer, balancing both game design and programming. Often times that involves taking features from concept through to final implementation, building tools for non-technical designers, and heavily communicating across disciplines.
Play your way into the history books. Control your impact with every decision in all-new ways. Call the shots in Franchise with free agency and trade logic updates, leave a legacy in Face of the Franchise: The League, and assemble the most powerful roster in all of Madden Ultimate Team™.
//
Experience the newest iteration of FieldSENSE™ in Madden NFL 24. More realistic character movement and smarter AI gives you control to play out your gameplay strategy with the confidence to dominate any opponent.
—
I served as a technical game designer writing, editing, and implementing narrative content for the create a player mode.
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EA Sports PGA Tour is EA’s return to the golf game genre after nearly a decade. It has players playing through three different major golf leagues across dozens of tournaments on 30 iconic golf courses.
—
I served as a technical designer on a small AAA team for a year and a half of the projects development starting in late production and leading up to launch. The game was made in Frostbite.
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Zombie Ants VR is a cross-platform VR project designed to expose teens to the life cycle of Ophiocordyceps in ants.
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In partnership with UCF’s Biology and Game Design departments, Zombie Ants VR was a solo project with contracted help in Unity developed over the course of 2 years. I was the principle developer handling duties related to production, project management, design, and programming.
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Kore is a stealth-based narrative game putting a new twist on the tale of Persephone as she journeys into the Underworld.
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I served as a game designer, technical designer, and UI designer on a 15 person team for the project’s 8 month development. The game was made in Unreal Engine 4.
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Rushmore is a third-person hack-n-slash / shooter hybrid that places the player into the shoes of the four legendary Presidents of Mount Rushmore as they slice and blast their way through aliens in the far future.
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I served as the creative lead, the design lead, and a programmer on a 15 person team for the project’s 10 week primary development and then spent several weeks leading up to its full release polishing solo. The game was made in Unreal Engine 4.
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Rules of the Road is a training game design to teach & reinforce the IALA Maritime rules to improve Navy sailor safety.
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In partnership with NAWCTSD, Rules of the Road was created on a 9 person team in UE4 over the course of 16 weeks. I was the training director, technical designer, and menu designer.
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Project Havoc is a third person action arena game that pits a super-powered player against waves of enemies.
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A 3 person team project I worked in UE4 over the course of roughly a month. I was the UI designer and also handled other miscellaneous technical development.
—
Vocab Volley teaches foreign language vocab through dodgeball-like 1v1 gameplay.
—
A “beyond entertainment” project made in Unity 3D with a team of 5 over 2 weeks. I served a technical designer and UI designer.
—
Alight is a first-person puzzle game that places you in the shoes of a light-mage trying to conquer a shifting, pitch black labyrinth by solving light-based puzzles, “locking in” pieces of the labyrinth and stopping it from shifting.
—
An experimental project made in Unity 3D with a team of 5 over 2 weeks. I served as the creative lead, technical designer, level designer, and UI designer on the project.
Manhunt is a first-person digital prototype of the real life tag-variant "Manhunt" created as part of an application to FIEA.
—
Cruel Fuel is a first-person shooter with action-combat elements in which the player controls both a Pilot (soldier) and a Mecha (giant human-piloted robot).
—
I served as the creative lead, the design lead, and the programming lead of a 9 person team for the project’s 16 week primary development and then spent a few extra weeks leading up to its full release polishing solo. The game was made in Unity 2018.
—
Whiskers' Warzone is a first-person, fast-paced, score attack game that places you in the role of a cat defending its territory against vermin and opposing cats.
—
An early project I worked on in Unity 3D as a team of 5 over the course of 9 weeks. I served as the creative lead for the project and handled most of the design and technical development.
—
Power Defender is a first-person endless hallway defense game made with the intention of being used by Limbitless Solutions, a UCF non-profit dedicated to creating affordable prosthetic arms for children and training them to use them.
—
A client-driven project I worked on in Unity 3D as a team of 8 over the course of 16 weeks. I served as a producer, programmer, and designer on the project.
—
A very early small team project where we experimented with a “Hallway with Guard” structure.
—
Ticky Tacky Toe is solo project remix of the Tic Tac Toe formula that aims to disrupt some of the stagnation of the classic game.
—
Projects where I served as a game designer. Within these projects I got my hands dirty with the minutia of design whether that was designing and iterating on systems and mechanics or balancing and tuning values.
Play your way into the history books. Control your impact with every decision in all-new ways. Call the shots in Franchise with free agency and trade logic updates, leave a legacy in Face of the Franchise: The League, and assemble the most powerful roster in all of Madden Ultimate Team™.
//
Experience the newest iteration of FieldSENSE™ in Madden NFL 24. More realistic character movement and smarter AI gives you control to play out your gameplay strategy with the confidence to dominate any opponent.
—
I served as a technical game designer writing, editing, and implementing narrative content for the create a player mode.
—
Zombie Ants VR is a cross-platform VR project designed to expose teens to the life cycle of Ophiocordyceps in ants.
—
In partnership with UCF’s Biology and Game Design departments, Zombie Ants VR was a solo project with contracted help in Unity developed over the course of 2 years. I was the principle developer handling duties related to production, project management, design, and programming.
—
Kore is a stealth-based narrative game putting a new twist on the tale of Persephone as she journeys into the Underworld.
—
I served as a game designer, technical designer, and UI designer on a 15 person team for the project’s 8 month development. The game was made in Unreal Engine 4.
—
Rushmore is a third-person hack-n-slash / shooter hybrid that places the player into the shoes of the four legendary Presidents of Mount Rushmore as they slice and blast their way through aliens in the far future.
—
I served as the creative lead, the design lead, and a programmer on a 15 person team for the project’s 10 week primary development and then spent several weeks leading up to its full release polishing solo. The game was made in Unreal Engine 4.
—
Rules of the Road is a training game design to teach & reinforce the IALA Maritime rules to improve Navy sailor safety.
—
In partnership with NAWCTSD, Rules of the Road was created on a 9 person team in UE4 over the course of 16 weeks. I was the training director, technical designer, and menu designer.
—
Alight is a first-person puzzle game that places you in the shoes of a light-mage trying to conquer a shifting, pitch black labyrinth by solving light-based puzzles, “locking in” pieces of the labyrinth and stopping it from shifting.
—
An experimental project made in Unity 3D with a team of 5 over 2 weeks. I served as the creative lead, technical designer, level designer, and UI designer on the project.
Cruel Fuel is a first-person shooter with action-combat elements in which the player controls both a Pilot (soldier) and a Mecha (giant human-piloted robot).
—
I served as the creative lead, the design lead, and the programming lead of a 9 person team for the project’s 16 week primary development and then spent a few extra weeks leading up to its full release polishing solo. The game was made in Unity 2018.
—
War on I4 is a top down two-player competitive mini-game that elevates the classic snake game to a more dynamic level.
—
A tiny game-jam project I worked on in Unity 2D as a team of 7 over 2 days. I served as a creative lead, designer, and programmer.
—
Whiskers' Warzone is a first-person, fast-paced, score attack game that places you in the role of a cat defending its territory against vermin and opposing cats.
—
An early project I worked on in Unity 3D as a team of 5 over the course of 9 weeks. I served as the creative lead for the project and handled most of the design and technical development.
—
Power Defender is a first-person endless hallway defense game made with the intention of being used by Limbitless Solutions, a UCF non-profit dedicated to creating affordable prosthetic arms for children and training them to use them.
—
A client-driven project I worked on in Unity 3D as a team of 8 over the course of 16 weeks. I served as a producer, programmer, and designer on the project.
—
Ticky Tacky Toe is solo project remix of the Tic Tac Toe formula that aims to disrupt some of the stagnation of the classic game.
—
A ruleset aimed at remixing the classic chess formula to create an asymmetric game that both challenges experienced players and helps to teach newer players.
—
Projects where I served in a leadership role as it concerns design. Often this involved navigating design constraints, establishing and maintaining core vision, and managing teammates.
Zombie Ants VR is a cross-platform VR project designed to expose teens to the life cycle of Ophiocordyceps in ants.
—
In partnership with UCF’s Biology and Game Design departments, Zombie Ants VR was a solo project with contracted help in Unity developed over the course of 2 years. I was the principle developer handling duties related to production, project management, design, and programming.
—
Kore is a stealth-based narrative game putting a new twist on the tale of Persephone as she journeys into the Underworld.
—
I served as a game designer, technical designer, and UI designer on a 15 person team for the project’s 8 month development. The game was made in Unreal Engine 4.
—
Rushmore is a third-person hack-n-slash / shooter hybrid that places the player into the shoes of the four legendary Presidents of Mount Rushmore as they slice and blast their way through aliens in the far future.
—
I served as the creative lead, the design lead, and a programmer on a 15 person team for the project’s 10 week primary development and then spent several weeks leading up to its full release polishing solo. The game was made in Unreal Engine 4.
—
Rules of the Road is a training game design to teach & reinforce the IALA Maritime rules to improve Navy sailor safety.
—
In partnership with NAWCTSD, Rules of the Road was created on a 9 person team in UE4 over the course of 16 weeks. I was the training director, technical designer, and menu designer.
—
Cruel Fuel is a first-person shooter with action-combat elements in which the player controls both a Pilot (soldier) and a Mecha (giant human-piloted robot).
—
I served as the creative lead, the design lead, and the programming lead of a 9 person team for the project’s 16 week primary development and then spent a few extra weeks leading up to its full release polishing solo. The game was made in Unity 2018.
—
Whiskers' Warzone is a first-person, fast-paced, score attack game that places you in the role of a cat defending its territory against vermin and opposing cats.
—
An early project I worked on in Unity 3D as a team of 5 over the course of 9 weeks. I served as the creative lead for the project and handled most of the design and technical development.
—
Projects where I served as a UI designer. Across these projects I designed, made art for, and scripted UI elements for menus and HUDs.
The Menu Toolkit is a long-term solo project to develop a smoother way of swapping between keyboard and mouse inputs and gamepad inputs in Unreal Engine with some bonus quality of life assets thrown in.
—
Zombie Ants VR is a cross-platform VR project designed to expose teens to the life cycle of Ophiocordyceps in ants.
—
In partnership with UCF’s Biology and Game Design departments, Zombie Ants VR was a solo project with contracted help in Unity developed over the course of 2 years. I was the principle developer handling duties related to production, project management, design, and programming.
—
Kore is a stealth-based narrative game putting a new twist on the tale of Persephone as she journeys into the Underworld.
—
I served as a game designer, technical designer, and UI designer on a 15 person team for the project’s 8 month development. The game was made in Unreal Engine 4.
—
Rushmore is a third-person hack-n-slash / shooter hybrid that places the player into the shoes of the four legendary Presidents of Mount Rushmore as they slice and blast their way through aliens in the far future.
—
I served as the creative lead, the design lead, and a programmer on a 15 person team for the project’s 10 week primary development and then spent several weeks leading up to its full release polishing solo. The game was made in Unreal Engine 4.
—
Rules of the Road is a training game design to teach & reinforce the IALA Maritime rules to improve Navy sailor safety.
—
In partnership with NAWCTSD, Rules of the Road was created on a 9 person team in UE4 over the course of 16 weeks. I was the training director, technical designer, and menu designer.
—
Project Havoc is a third person action arena game that pits a super-powered player against waves of enemies.
—
A 3 person team project I worked in UE4 over the course of roughly a month. I was the UI designer and also handled other miscellaneous technical development.
—
In Cell Damage you control a virus and tip your phone to move through levels, infecting key points across the body.
—
A Unity 2D mobile game remastered by a team of 5 over 3 weeks. I was the UI designer on the project.
—
Vocab Volley teaches foreign language vocab through dodgeball-like 1v1 gameplay.
—
A “beyond entertainment” project made in Unity 3D with a team of 5 over 2 weeks. I served a technical designer and UI designer.
—
Cruel Fuel is a first-person shooter with action-combat elements in which the player controls both a Pilot (soldier) and a Mecha (giant human-piloted robot).
—
I served as the creative lead, the design lead, and the programming lead of a 9 person team for the project’s 16 week primary development and then spent a few extra weeks leading up to its full release polishing solo. The game was made in Unity 2018.
—
War on I4 is a top down two-player competitive mini-game that elevates the classic snake game to a more dynamic level.
—
A tiny game-jam project I worked on in Unity 2D as a team of 7 over 2 days. I served as a creative lead, designer, and programmer.
—
Whiskers' Warzone is a first-person, fast-paced, score attack game that places you in the role of a cat defending its territory against vermin and opposing cats.
—
An early project I worked on in Unity 3D as a team of 5 over the course of 9 weeks. I served as the creative lead for the project and handled most of the design and technical development.
—
Power Defender is a first-person endless hallway defense game made with the intention of being used by Limbitless Solutions, a UCF non-profit dedicated to creating affordable prosthetic arms for children and training them to use them.
—
A client-driven project I worked on in Unity 3D as a team of 8 over the course of 16 weeks. I served as a producer, programmer, and designer on the project.
—
A very early small team project where we experimented with a “Hallway with Guard” structure.
—
Projects where I worked on Applied Games, also known as Serious Games or Games for Change. Within these I worked to solve unique problems often alongside SMEs (Subject Matter Experts) and non-standard technologies.
Zombie Ants VR is a cross-platform VR project designed to expose teens to the life cycle of Ophiocordyceps in ants.
—
In partnership with UCF’s Biology and Game Design departments, Zombie Ants VR was a solo project with contracted help in Unity developed over the course of 2 years. I was the principle developer handling duties related to production, project management, design, and programming.
—
Rules of the Road is a training game design to teach & reinforce the IALA Maritime rules to improve Navy sailor safety.
—
In partnership with NAWCTSD, Rules of the Road was created on a 9 person team in UE4 over the course of 16 weeks. I was the training director, technical designer, and menu designer.
—
In Cell Damage you control a virus and tip your phone to move through levels, infecting key points across the body.
—
A Unity 2D mobile game remastered by a team of 5 over 3 weeks. I was the UI designer on the project.
—
Vocab Volley teaches foreign language vocab through dodgeball-like 1v1 gameplay.
—
A “beyond entertainment” project made in Unity 3D with a team of 5 over 2 weeks. I served a technical designer and UI designer.
—
Power Defender is a first-person endless hallway defense game made with the intention of being used by Limbitless Solutions, a UCF non-profit dedicated to creating affordable prosthetic arms for children and training them to use them.
—
A client-driven project I worked on in Unity 3D as a team of 8 over the course of 16 weeks. I served as a producer, programmer, and designer on the project.
—
Play your way into the history books. Control your impact with every decision in all-new ways. Call the shots in Franchise with free agency and trade logic updates, leave a legacy in Face of the Franchise: The League, and assemble the most powerful roster in all of Madden Ultimate Team™.
//
Experience the newest iteration of FieldSENSE™ in Madden NFL 24. More realistic character movement and smarter AI gives you control to play out your gameplay strategy with the confidence to dominate any opponent.
—
I served as a technical game designer writing, editing, and implementing narrative content for the create a player mode.
—
The Menu Toolkit is a long-term solo project to develop a smoother way of swapping between keyboard and mouse inputs and gamepad inputs in Unreal Engine with some bonus quality of life assets thrown in.
—
EA Sports PGA Tour is EA’s return to the golf game genre after nearly a decade. It has players playing through three different major golf leagues across dozens of tournaments on 30 iconic golf courses.
—
I served as a technical designer on a small AAA team for a year and a half of the projects development starting in late production and leading up to launch. The game was made in Frostbite.
—
Zombie Ants VR is a cross-platform VR project designed to expose teens to the life cycle of Ophiocordyceps in ants.
—
In partnership with UCF’s Biology and Game Design departments, Zombie Ants VR was a solo project with contracted help in Unity developed over the course of 2 years. I was the principle developer handling duties related to production, project management, design, and programming.
—
Kore is a stealth-based narrative game putting a new twist on the tale of Persephone as she journeys into the Underworld.
—
I served as a game designer, technical designer, and UI designer on a 15 person team for the project’s 8 month development. The game was made in Unreal Engine 4.
—
Rushmore is a third-person hack-n-slash / shooter hybrid that places the player into the shoes of the four legendary Presidents of Mount Rushmore as they slice and blast their way through aliens in the far future.
—
I served as the creative lead, the design lead, and a programmer on a 15 person team for the project’s 10 week primary development and then spent several weeks leading up to its full release polishing solo. The game was made in Unreal Engine 4.
—
Rules of the Road is a training game design to teach & reinforce the IALA Maritime rules to improve Navy sailor safety.
—
In partnership with NAWCTSD, Rules of the Road was created on a 9 person team in UE4 over the course of 16 weeks. I was the training director, technical designer, and menu designer.
—
Project Havoc is a third person action arena game that pits a super-powered player against waves of enemies.
—
A 3 person team project I worked in UE4 over the course of roughly a month. I was the UI designer and also handled other miscellaneous technical development.
—
In Cell Damage you control a virus and tip your phone to move through levels, infecting key points across the body.
—
A Unity 2D mobile game remastered by a team of 5 over 3 weeks. I was the UI designer on the project.
—
Maraca Manuel is an endless runner themed after Día De Muertos.
—
My first mobile game project. Created on a team of 5 over 2 weeks in Unity 2D. I was the UI designer on the project.
—
Vocab Volley teaches foreign language vocab through dodgeball-like 1v1 gameplay.
—
A “beyond entertainment” project made in Unity 3D with a team of 5 over 2 weeks. I served a technical designer and UI designer.
—
Alight is a first-person puzzle game that places you in the shoes of a light-mage trying to conquer a shifting, pitch black labyrinth by solving light-based puzzles, “locking in” pieces of the labyrinth and stopping it from shifting.
—
An experimental project made in Unity 3D with a team of 5 over 2 weeks. I served as the creative lead, technical designer, level designer, and UI designer on the project.
Manhunt is a first-person digital prototype of the real life tag-variant "Manhunt" created as part of an application to FIEA.
—
Cruel Fuel is a first-person shooter with action-combat elements in which the player controls both a Pilot (soldier) and a Mecha (giant human-piloted robot).
—
I served as the creative lead, the design lead, and the programming lead of a 9 person team for the project’s 16 week primary development and then spent a few extra weeks leading up to its full release polishing solo. The game was made in Unity 2018.
—
War on I4 is a top down two-player competitive mini-game that elevates the classic snake game to a more dynamic level.
—
A tiny game-jam project I worked on in Unity 2D as a team of 7 over 2 days. I served as a creative lead, designer, and programmer.
—
Whiskers' Warzone is a first-person, fast-paced, score attack game that places you in the role of a cat defending its territory against vermin and opposing cats.
—
An early project I worked on in Unity 3D as a team of 5 over the course of 9 weeks. I served as the creative lead for the project and handled most of the design and technical development.
—
Power Defender is a first-person endless hallway defense game made with the intention of being used by Limbitless Solutions, a UCF non-profit dedicated to creating affordable prosthetic arms for children and training them to use them.
—
A client-driven project I worked on in Unity 3D as a team of 8 over the course of 16 weeks. I served as a producer, programmer, and designer on the project.
—
A very early small team project where we experimented with a “Hallway with Guard” structure.
—
Ticky Tacky Toe is solo project remix of the Tic Tac Toe formula that aims to disrupt some of the stagnation of the classic game.
—
A ruleset aimed at remixing the classic chess formula to create an asymmetric game that both challenges experienced players and helps to teach newer players.
—
A New World is a text-based adventure game that explores the tough decisions that come with leadership made on Twine as a solo project.
—
The Menu Toolkit is a long-term solo project to develop a smoother way of swapping between keyboard and mouse inputs and gamepad inputs in Unreal Engine with some bonus quality of life assets thrown in.
—
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