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SKILLS

Software

  • Microsoft Visual Studio

  • Visual Studio Code

  • Unity

  • Unreal Engine 4 (UE4)

  • Hammer (Half Life 2)

  • Creation Kit (Fallout 4)

Programming

  • C#

  • UE4 Blueprints

  • Lua

  • Papyrus

Level Design

  • Communication Code

  • Architecture Prototyping

  • Feature Breakdown Level

  • Design

Hobbies

  • Anime

  • Books/Novels

  • Brazilian Jiu-Jitsu (BJJ)

  • Gundam Model Building

  • Bouldering

WORK EXPERIENCE

Wayfinder

Role: Event Designer

Time: 2 Years

Genre: Co-op ARPG

Employer: Airship Syndicate

Engine: Unreal Engine 4 (UE4)

Team: 90+ Developers

  • Designed modular gameplay moments for use in procedurally generated levels.

  • Automated command line executions for level testing.

  • Designed blueprints that cleanly replicate in a multiplayer environment.

  • Meticulously audited text to make sure it was mapped to string tables for localization.

GAME PROJECTS

Legend of the Outlaw Mage

Role: Game Director

Time: 6 Months

Genre: Action RPG

Engine: Unreal Engine 4

Team: 16 Developers

  • Provided a unified vision for the game.

  • Led the team to bring the vision of the game to life.

  • Storyboarded the game to better illustrate the end-product to the team.

  • Designed and programmed UI Animations to add polish to the project.

Snowpainters

Role: Lead Level Designer

Time: 4 Months

Genre: Multiplayer Racing

Engine: Unreal Engine 4

Team: 40 Developers

  • Guided the Level Designers on how to design for Kart Racers by having them play Mario Kart 8 and Crash Team Racing.

  • Researched track building methods that could help reduce the number of art assets needed for the game.

  • Pioneered the team-wide strategy of using strike teams to quickly address multidisciplinary problems in development such as communication pipeline issues between artists and level designers.

Snowpainters

Role: Level Designer

Time: 3 Months

Genre: Puzzle Platformer

Engine: Unity 2019

Team: 6 Developers

  • Assisted team members, unfamiliar with Unity, on how to use it effectively and debugged problems encountered with the engine.

  • Created Action Blocks to test out potential puzzle mechanics in modular pieces.

  • Coordinated with the team to design a series of levels to slowly teach the player the gravity mechanics of the game.

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