While at Daybreak Games, I created content for our Teen Titans and Atlantis episodes for DCUO. On Teen Titans, I helped design and build the open world missions. For Atlantis, I created almost all of the content for the open world and did the solo dungeon experience, the Royal Palace. To create this content, I used proprietary visual scripting software based off of UE3’s kismet.
I worked at NetherRealm Studios as an Associate Designer on Injustice 2 Mobile. For this project, I have worked with the Lead and Senior Designers to build and balance the single player campaign, contributed to shaping the feel and gameplay, and created and maintained documentation. I also spearheaded and implemented the Boss Battle designs for the single player campaign mode and implemented the Combat VO system using Blueprints and Anim Notifies.
I worked at NetherRealm Studios as a Quality Assurance Analyst. I have worked on both the console and mobile version of Mortal Kombat X. During my time at NetherRealm, I have documented bugs on 8 different SKUs. I also created a large Fatality Template spreadsheet to test all of the different cases that a player could perform a fatality.
I worked at Phosphor Games as a Quality Assurance Tester. During my time there I documented bugs both in JIRA and Hansoft for an unreleased title, in addition to creating feedback reports on impressions of an unannounced title. My work on WWE Immortals included assisting the design team by creating player and AI cameras, importing animations, and finding any issues with the current animations and cameras.
Drink Up, Witches was a Game Jam submission for the 2016 Spooky Game Jam presented by Voxelles. It was created by a team of 4 in around 20 hours and won first place. I developed and implemented the UI elements of the game, including a countdown clock and speech bubbles with scrolling text. I implemented the game's win/lose conditions based on the countdown and I also wrote all of the game's rhyming dialogue.
Pop N’ Pals is a multiplayer sandbox playground that I developed in college in 10 weeks with four of my fellow students. The game was developed in Unity and I primarily contributed to scripting various toys for players to interact with, as well as helping with the modeling of different assets.
The Mandrake Hotel represents the culmination of my senior Capstone project at DePaul University, where I collaborated closely with a small, dedicated team. This asymmetric multiplayer horror experience merges survival horror and strategic gameplay elements. Within the game, one participant assumes the role of the 'runner,' tasked with navigating a maze-like 1940s hotel while evading a relentless pursuer. Concurrently, two other players embody the 'voices,' wielding unique abilities to manipulate the environment strategically, directing the runner towards their own objectives; one being towards the exit, and the other towards the enigmatic monster occupying the space.
During the development process, I played a pivotal role in the creation of essential environmental assets. This included asset modeling and UV mapping, facilitating streamlined texture application by our least artist in Substance Painter. Additionally, I designed and implemented UI components, artfully woven into The Mandrake Hotel’s 1940s theme to ensure a seamless and cohesive visual experience. In the realm of gameplay design, I contributed significantly by designing and implementing various elements in the UE4 framework. Notably, I designed and developed the key puzzle system and sprinting mechanics, all executed using Blueprints, resulting in a cohesive and immersive player experience.