top of page
Rose_edited_edited.jpg

Game Design

Objective 1

Prototype and complete original games for multiple platforms following the full game production pipeline.

Twisted Turtle Cantina

The Twisted Turtle Cantina is a 3D level inspired by action-adventure titles such as Cyberpunk 2077 and Starfield. For this level, I wanted to make it feel alive, grimy, and intriguing to make the player want to explore. Not only did I form every art asset in the level, but I also did some programming to trigger the UI found throughout the level. The end goal was to tell a story through set design.

​

Software: Procreate, Maya, Adobe Photoshop, Adobe Substance Painter/Designer, Unreal Engine

Dracula's Castle

This 3D multiplayer level was inspired by the verticality and optimization of barriers often found in shooters such as Valorant or Destiny. The final level contains 3 "floors," 4 teleporters leading to new areas, and several choke points designed for multiplayer gameplay.

​

Software: Procreate, Lyra Editor for Unreal Engine

Remember

Remember is a 2D, pixel-art game where you play as a character working her day-to-day life. It was inspired by cozy adventure games like Inbento or Stardew Valley. While the jigsaw puzzle mechanics weren't engineered, the level was designed with the intent that it would be made at a later date.

​

Software: Adobe Photoshop, Construct 3

Purgatory

Purgatory is a 2-sided board game where the players compete to reach Heaven while avoiding Hell. When creating Purgatory, we kept in mind that while it's a family game, it was safe to assume that it wasn't suitable for all audiences.

​

Software: None (Board Game)

Rose_edited_edited.jpg

Game Design

Objective 2

Create and implement game elements, systems and play mechanics using industry-standard tools, techniques and production methods, including art or scripting/programming applications.

Project: Katalyst

Project: Katalyst is an indie title I am developing through Tongue-In-Cheek Productions as programming lead. Previously, the pictured environment was created as a demo of the art style while I was art lead for the project. Now, I make sure the programming team remains on track to complete a polished demo.

​

Software: Maya, Adobe Photoshop, Substance Painter/Designer, Unity

Listen

Listen is a game project created using C# in Unity. For this game, I wrote a procedural map generator, a sound manager (for the main mechanic, which was being blind), and custom UI art assets.

​

Software: Procreate, Maya, Unity (C#)

Somnia

Somnia is a game concept developed for my Student Innovation Project. This 3D level was created using 3D assets I created using Maya, Photoshop, and the Unreal Engine material editor. While the art is showcased in this image, I also demonstrate my C++/blueprinting skills as I continue to develop the final prototype.

​

Software: Maya, Adobe Photoshop, Substance Designer/Painter, Unreal Engine

Project Planner C# Application

This C# application was developed as a tool for me to use as a lead and producer. While it isn't a game, it was written with the intention to use for game development and required C# data algorithm skills to engineer.

​

Software: Visual Studio Code (C#)

Rose_edited_edited.jpg

Game Design

Objective 3

Demonstrate effective game design practices and techniques within the project scope and context, such as genre, style, platform and audience.

Brick by Brick

Brick by Brick is a single player adventure roguelite where you "doom scroll" to cater to the game's algorithm. When coming up with this idea for the GMTK game jam, my team and I made sure we catered as much as possible to our target audience. Since the game's mechanics relies a lot on current events and pop culture, we had to make sure we stuck with the humor that our target audience can connect with.

Steam Roll!

Steam Roll, in contrast to Purgatory, was a game build for fast-paced chaos. This board game was created for chaotic environments, whether it be within a family or at a party with drinking.

Purgatory

Purgatory is a 2-sided board game where the players compete to reach Heaven while avoiding Hell. When creating Purgatory, we kept in mind that while it's a family game, it was safe to assume that it wasn't suitable for all audiences.

Rose_edited_edited.jpg

Game Design

Objective 4

Demonstrate the ability to evaluate game designs for a variety of gameplay mechanics, game applications and game genres.

Monster Hunter: World Game Design Analysis

For this game design analysis, I wanted to study the level design practices of Capcom's "Monster Hunter: World." My primary focus was on how each level/mechanic guides the player throughout the environment. 

​

Since the point of the game is to find and hunt monsters depending on their unique travel mannerisms, the designers had to guide the player in a way to make the levels feel alive. In this analysis, I took screenshots and went into detail on the "Scoutfly" mechanic.

Semiotics in Destiny

Semiotics in video games, especially pertaining to design, is crucial to communicate with the player. In this analysis, I sketch over a still image of gameplay and discuss 6 different signs that communicate information to the player.

​

The designers in Destiny used a lot of icons to develop the player's vocabulary of the game. The skull icon shows them that they are in a no-respawn zone, for instance. Additionally, the weapon and ability icons share significant information on what the player has equipped. These are very simple examples, but they are important to understand and dissect when developing any game.

Controversial Narrative Topics Analysis

Sexism in video games has always been a controversial narrative topic, and since it's something I hold close to my heart, I wanted to analyze its practice thoroughly. For this analysis, I discuss how sexism is incredibly misunderstood when writing female characters, and how clothing should have little to do with how a character is written.

​

For instance, a well-written female character is someone who is strong and confident on their own accord, such as Bayonetta. In contrast, Zelda in "The Legend of Zelda: Echoes of Wisdom" did not feel like a strongly written character to me due to her primary goal being to save Link (to help save Hyrule). This is important to analyze as a game developer in modern times, as we constantly need to cater to an audience.

Best & Worst Level Design Analysis

When analyzing game design, looking at both the good and the bad is important so that you know how to replicate the good. In this breakdown, I look at both the "Coral Highlands" from Monster Hunter: World and "The Cauldron" from Destiny.

​

What I liked about the Coral Highlands was how well-staged the lighting was to help the player determine their height in relation to the level. What was poorly designed with the level was the agency, as players could only travel to higher points of the level through a single vine.

​

As for The Cauldron, the flow and pacing of the level for a multiplayer game were astronomical. While there wasn't much variation in verticality, there were plenty of tunnels and platforms to give the players plenty of choice on how they play.

Rose_edited_edited.jpg

Game Design

Objective 5

Effectively articulate game design elements and mechanics across disciplines utilizing written and verbal communication skills.

Somnia

Somnia is a game concept developed for my Student Innovation Project. This game design document contains all the information necessary for the game design, mechanics, and art style. Not only that, but since the game relies solely on current topics and social media practices, there is a page dedicated solely to live stream research. 

​

The content is organized cohesively and within the format I set as the product owner.

Listen

Listen was a project I worked on for two different classes, and this document details all of the necessary information needed to develop it for my programming class. It contains not only mechanics, UX, and research, but also an art style guide that I was able to follow as a multifaceted developer.

Project: Katalyst

Project: Katalyst is an indie title I am developing through Tongue-In-Cheek Productions as programming lead. At the beginning of my time as a lead on the project, all game design documents were composed separately and were difficult to find. I took the executive decision to form a single document with proper formatting and sectioning, which the team continues to use to this day.

Rose_edited_edited.jpg

Game Design

Objective 6

Establish collaboration, mentorship and professional leadership skills by working with other disciplines to deliver highly polished and completed projects.

Tongue In Cheek productions LLC

Summer 2025 - Present

​

For Tongue In Cheek, I have been working as art lead, co-producer, and programming lead for our upcoming title, Project: Katalyst. Since I have experience with the 3 majors, I often bounce around between disciplines to ensure development is moving smoothly. While the project isn't completed (yet), we have developed several demo titles to show off the hard work we have done.​

​

Role: Art Lead & Programming Lead

Unite the Valley Game Jam

Fall 2025

​

The 2025 Unite the Valley Game Jam hosted by Unity was the first of its kind in Arizona. For this project, I worked with a team of 5 to develop a game that demonstrated our collaborative skills within rules and constraints for the competition.​

​

Role: C# Programmer & Designer

GMTK Game Jam

Summer 2025​

​

For the GMTK game jam hosted by the UAT IGDA, I worked on a team of 5 to develop a full game called "Brick by Brick." My role was to hold my weight as a designer, but also help program data structures for the innovative mechanics of a doom-scrolling roguelike.

​

Role: C# Programmer & Designer

UAT IGDA Chair

Summer 2025 - Present

​

As the Chairman of the UAT chapter of the IGDA, I host monthly meetings to help mentor students to be as successful as possible in the industry. We've done events for each discipline, such as hosted game jams and presentations for level design, but also helped students acquire networking skills to help land them a job in their desired fields.​

​

Role: Chair

Purgatory Board Game

Summer 2023

​

Purgatory is a 6-player board game where players must randomize & strategize to reach heaven whilst avoiding hell. On this team, I served as the primary product owner while helping with other pieces of the project, such as board art and mechanical design.​

​

Role: Product Owner, Artist, & Designer

Art Jam

Fall 2024

​

For an art jam, I got with a team of 3 to create a 2D art piece that fell within the thematic constraint of "Halloween." We collaborated by creating our characters, and I tied the whole piece together by rendering the artwork with a background and post-processing.​​

SIP - Somnia

UI_Custom2_Blossom2.png
UI_Custom2_Blossom1.png

Somnia aims to integrate a prototype that provides a unique experience inspired by previously existing adventure game titles through live-stream related mechanics.

 

These systems include a viewer count that changes depending on the player’s in-game actions, a chat that reacts to the player’s choices, and it will be a place where the player can have a live-streaming identity attached to a virtual world.

 

Somnia's goal is to reach a niche audience that is familiar with content creation and empower them in interactive and moral ways. The result of the innovation is to prove that the mechanic is fun and meaningful to the niche audience, live streamers, and fans of adventure games. 

UI_Custom1_ChatBubble.png
Ivy02.png
bottom of page