
My Projects
Dani(;)
Genre: First-person, Exploration, Adventure
Themes: Mental health, Story-driven
Engine: Unity3D
Team Size: 1
Platform: PC
Other Programs: Adobe Photoshop
Summary: I am currently working on a personal game that showcases how mental health affects a person's day-to-day life. Different actions and choices that the player makes will have an influence on the character. The player will be able to interact with the character's surroundings and the people in their lives.
Role(s) and Responsibilities: Above showcases the UI for Dani(;). In the game, the player will utilize their cellphone and computer to learn more about the character and who they are. The devices will also allow the player to find clues and hints to certain life events. The UI will look like interfaces that are familiar to player to allow them to get a deeper sense of how the character views the world. I used Photoshop in order to manipulate stock photos and create the logos seen.
Take Away: Working on this solo project is teaching me more about what I can actually do as a game designer. I was able to implement a working rect transform to work as an in-game cellphone application and computer program. I find that I am able to modify known tutorials of different mechanics to more closely fit the idea I have for how I would like the game to look and feel.
Ctrl + C
Genre: Top-down, Shooter, Action-Adventure
Themes: Scifi, Tech
Engine: Unity3D
Team Size: ~5
Platform: PC
Other Programs: Adobe Photoshop
Summary: My team was tasked with creating a game from a list of genres. The team choose to create a top-down shooter. From there, we decided on a concept that was different from the normal gameplay; The player is the enemy. The player is a virus that is trying to infect a computer system. It is there job to fight their way through the computer's different anti-virus programs and firewalls to be able to successfully infect the computer.
Role(s) and Responsibilities: I was responsible for laying out the level's blocking, creating the alarm system and helped to instituting the rigs and integrating animations into them.
Take Away: Working on Ctrl + C was the first time I was able to collaborate with other teams such as game artists and music artists to help bring the game to life. We had weekly meeting with the game artists to go over exactly what we were thinking about as far as the look of the characters and different items in the game, such as the alarm systems and desktop icons. Learning about how the game artists went about creating the rigs, animations and assets was interesting and fascinating and allowed me to learn about other concepts such as how animation keyframes can be adjusted to help make an animation flow into different behavior states more smoothly.
Scraps
Genre: Third-person, Action-Adventure
Themes: Scifi, End of world
Engine: Unity3D
Team Size: ~5
Platform: PC
Other Programs: Google Draws
Summary: The goal of this project was to create a level that would not only fit the aesthetic and theme of the overall game, but also fit into the other team members levels.
Role(s) and Responsibilities: I choose for the setting of my level to be in an abandoned subway station . I planned out the design of my personal level by researching the look of abandoned subway stations while also referencing photos that fit that art mockups for the game. I wanted for my level to have the player find themselves unable to cross the subway tracks due to toxic poison. The only way cross the tracks would be through the subway cars themselves. The player would have to use the objects around them (trash, debris, etc.) to make it through to the different train cars in order to escape. I used Google Draws to make a diagram layout for my level design.
Take Away: With a variety of assets to use, the main focus was creating a level that flowed with the levels of my other team members. I was glad to create IPM (Introduction, Practice and Master) system for my method of escaping the subways trains. The biggest issues my team ran into were trying to combine our levels in Perforce. Each time we did, it seemed that the build would have levels, mechanics, updates or assets missing for some levels. We were all very relieved to finally successfully upload a working build.
Bigger N' Badder

Genre: Third-person, Action-Adventure
Themes: Nursery rhymes, Humor
Engine: Unity3D
Team Size: 2
Platform: PC
Other Programs: Adobe Photoshop
Summary: You’re the Big, Badder Wolf (the Big, Bad Wolf’s cousin on your mom's side). You’re hungry...very hungry. You see a field of sheep, the perfect meal. Yet, they are being guarded by a dog and humans. Using your cunning and stealth, you have to try to eat as many sheep as you can without being caught.
Role(s) and Responsibilities: In Bigger N' Badder, I helped to create the different levels designs of each difficultly and implemented the health, sheep counter, Menu and Pause UI menus. I also helped to implement the alert FOV for the sheppard dogs to be able to detect the wolf (player).
Take Away: Being on a smaller team allowed for us to be able to quickly communicate different tasks that needed to be done. However, it also showed that having two team members placed more responsibilities on both of us. Some mechanics and aspects of the game had to be cut due to time and resources. This showed me that sometimes mechanics and ideas will not always make it to the final build, but the game can still be great.






