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Team Projects

𝗨𝗻𝗮𝗻𝗻𝗼𝘂𝗻𝗰𝗲𝗱 𝗔𝗰𝘁𝗶𝗼𝗻-𝗥𝗣𝗚 𝗳𝗼𝗿 𝗮 𝗝𝗮𝗽𝗮𝗻𝗲𝘀𝗲 𝗽𝘂𝗯𝗹𝗶𝘀𝗵𝗲𝗿

An unannounced action-RPG game for a Japanese publisher. Due to NDA, I cannot disclose more information about the details of the project.

Developed: '22-'23

Engine: Unreal Engine 4

Role: QA Tester, Associate Game Designer

My tasks included:

  • Utilizing a robust quality assurance pipeline to record gameplay with OBS, upload recordings to SyncSketch, and document results in both JIRA and Google Sheets

  • Tuning actor detail scalability/HLOD settings in over 10 levels in Unreal Engine 4 to improve performance by about 30%

Complete edition port for Nitendo Switch

Mortal Shell is a deep action-RPG that tests your sanity and resilience in a shattered world. Your adversaries spare no mercy, with survival demanding superior awareness, precision, and instincts. Possess lost warriors, track down hidden sanctums of the devout, and face formidable foes.


Developed: 2022 for NS

Engine: Unreal Engine 4

Role: QA Tester

My tasks included:

  • Capturing daily memory and performance data on the Nintendo Switch SDK for performance analysis and optimization

  • Triaging bug reports for all facets of the game, including over 5 environments, 5 player characters, 20+ enemy variations, 5 boss fights, interactable objects, quest scripting, lighting, etc.

The frontier of Europa holds many lost secrets from the past, including the dark power of Stasis. Work with the mysterious Exo Stranger to harness this new power before Eramis, the Kell of Darkness, bestows it on her Fallen forces. Grow your arsenal, command Stasis, and go beyond the Light.

Destiny 2 Beyond Light Europa Environmen
Destiny 2 Beyond Light Europa Environmen
Destiny 2 Beyond Light Europa Environmen
Destiny 2 Beyond Light Europa Environmen
Destiny 2 Beyond Light Europa Environmen

Developed: 2019-2020 for PC, PS4, XBO, Stadia

Engine: Proprietary

Role: Contract Associate Technical Designer*

*Worked for Bungie, hired by Target CW

My tasks included:

  • Implementing, maintaining, and polishing several 3-to-10-minute public events and larger, 30+ minute team activities according to provided specs

  • Documenting best practices and tutorials for emerging proprietary tools

Dino Delivery Logo 01_edited.png

(showcased at Pax WEst 2019)

Dino Delivery is a third person adventure game about Pip and his dino Parcel on a quest to recover the lost mail and solve an egg-napping mystery.

The game was designed to be a friendly, inviting experience, so the game has no combat!

For more on Dino Delivery, click here.


Developed: 2017-2018 for PC

Engine: Unreal Engine 4

Role: Interaction Designer

My tasks included:

  • Annexing interaction blueprints for specific functionality

  • Encounter design and scripting

  • Tutorialization of core mechanics (movement, shooting, commands)

  • Pacing and flow for first and second game regions

Aquadrenaline (1).png

Aquadrenaline is a multiplayer sports game. Players drive around in hydroplane vehicles competing in a classic game of capture the flag. The game features kart-style items and weapons such as torpedoes and boosts, but also crazier items such as a plasma cannon and "boop gun."

Aquadrenline is an awesome experience because the movement and physics system are so robust; players can fly off waves and ramps and do aerial tricks, such as rolls and flips. 

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Developed: 2017-2018 for PC

Engine: Custom C++

Role: Designer/Director

My tasks included:

  • Creating UI, level design, and mechanics prototypes

  • Scripting game mode, player, and item logic in Lua

  • Level design and player pathing

  • Leading design-oriented meetings


(showcased at Pax WEst 2017)

CrystalBound is a top-down action-adventure game where 2 players work together to explore a mysterious subterranean environment and defeat cursed creatures.

What makes CrystalBound special is its dedication to co-operation. When the players start the game they're immediately cursed; this curse binds them together, and if they get too far away their life force is drained! The players also share their life force, so if one player takes a hit, both players feel the pain.


Developed: 2016-2017 for PC

Engine: Custom C++

Role: Designer/Director

My tasks included:

  • Prototyping and developing player and enemy mechanics

  • Level design and prop placement

  • Balancing the flow of encounters

  • Narrative design

  • UI wireframing and UX design

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