Technical Designer
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.
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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.
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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.
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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.
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Vocab Volley teaches foreign language vocab through dodgeball-like 1v1 gameplay.
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A “beyond entertainment” project made in Unity 3D with a team of 5 over 2 weeks. I served a technical designer and UI designer.
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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.
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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.
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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).
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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.
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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.
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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.
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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.
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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.
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A very early small team project where we experimented with a “Hallway with Guard” structure.
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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.
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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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