Game Designer
Luminbear
Description: Luminbear is a puzzle platformer inspired by the camera work and atmosphere of Little Nightmares and the puzzles from Ocarina of Time. This game was developed over the course of 2 weeks and submitted for thatgamejam #01 hosted by thatgamecompany.
It's free to download and play now on Windows!
Responsibilities: Lead Producer, Level Designer, Tech Artist, Programmer.
I led a team of five (5) with members from across the world from California to Finland. I managed all design and production efforts in this project, from creating the Game Design and Level Flow Documents to managing the Production schedule and prioritizing tasks.
As Level Designer, I created our level flow document, created a greyboxed version of our map to communicate artistic intent, and built out all of the puzzles in game. We only had two weeks to build this game during the holidays, so I knew we'd have very limited time to create assets, so I focused on lighting, composition, and shaders to create 5 unique environments. Throughout my design process, I focused on creating unique interactions with the simple mechanics we had, that reinforced the fantasy of being in each environment while also slowly teaching and recontextualizing how the mechanics could be used. My philosophy when designing a platformer is that it should be like a good action (or horror) movie. Introduce the players to the core idea, surprise them with various environments to keep things visually fresh, then twist the mechanics to provide unique challenges for them to overcome. While we only really had one mechanic in the game, I was able to play at the fringes of what it could be to make 5 unique levels that kept players engaged.
As Producer, I managed all upcoming tasks for the team, led team syncs, and ensured we had a cohesive vision. Since this took place over the Winter holidays, I had to prioritize tasks based on who was available, so I distributed all programming and art efforts according to what was needed to get done each week. I tracked development milestones and adjusted the scope of specific tasks if any were at risk of delaying our development timeline. When the critical path was at risk of being delayed, I stepped in to implement a few features myself to make sure our process kept going. As a result, we finished our first playable 7 days before the deadline, leaving us a week to polish what was already in game. I'm very proud of both my team's flexibility and myself to be able to adapt to changes during this project and create a complete experience! Truly, everyone lifted each other up to create something that was much greater than the sum of its parts, and I'm blessed to have worked with incredibly talented devs on this project.
Tools Used: Unreal Engine 5, Blender, Miro (for moodboarding and Project Management)
Clocktergeist
Description: Clocktergeist is a first-person shooter, Boss Rush style game. This game was developed over the course of 4 weeks and submitted for the Boss Rush Jam 2025 game jam. It's free to download and play now on Windows!
Accolades: Best Art Direction (Boss Rush Jam 2025)
Responsibilities: Lead Producer, Level Designer, Encounter Designer, Programmer.
I worked with a team of fourteen (14) with teammates across the US and from different parts of the world. My contributions included: creating and maintaining the Game Design Document, Level Design Document, grey boxing each area, creating/documenting boss mechanics, and managing all production milestones.
As Level Designer, I worked closely with our talented artists, creating grey boxed boss arenas based on their concept art, player movement mechanics, and boss mechanics. Since this was a linear game, I focused on creating a sense of tension and release in the level flow on the lead-up to each boss. I wanted the spaces in between the bosses to create a sense of space and lead into curated views of the upcoming arena and boss. For each boss, I created mechanic diagrams using Photoshop to help document and communicate how each mechanic worked and how it's intended for the player to interact with each mechanic.
Additionally as Producer, I managed and organized all upcoming tasks for the team, lead team syncs, and managed the development roadmap. We had a fluctuation of resources throughout the course of the project, so I distributed all programming / art efforts according to what was needed to get done each week. I tracked development milestones and adjusted the scope of specific tasks if any were at risk of delaying our development timeline.
Tools Used: Unreal Engine 5, Trello, Milanote, Photoshop, Google Sheets/Docs
Glyphweaver
Description: Glyphweaver is a first-person spellcaster game heavily inspired by DOOM, Skyrim, Dark and Darker, and Lovecraftian horror. Glyphweaver was developed over the course of 4 weeks and submitted for GitHub's Game off 2024 game jam. It's free to download and play now on Windows!
Responsibilities: Game Director, Lead Producer, Game/Level Designer, Narrative Designer, 2D Artist, 3D Artist, Programmer.
As Game Director, I led a team of six (6) with teammates across the US and from different parts of the world. My other contributions include: creating the Game Design Document, Level Design Document, grey boxing each area, creating the 2D art, and designing the puzzles for this project.
I greatly improved my capabilities as a Level Designer through collaboration with our Sound Designer, Combat Designer, Writer, and Artist. We observed how play-testers explored the dungeon and respond to in-game clues to create a cohesive Dungeon. I also leveraged my environmental storytelling ability through this iterative process, utilizing consistent theming and developing lore in each stage for a deeper, more immersive experience.
You can read about my thought process while developing this project in the dev diary here.
Tools Used: Unreal Engine 5, Trello, Milanote, Photoshop, Google Sheets/Docs
You.Asset
Description: You.Asset is a game jam project for the Panic Studios 2024 Summer Horror Game Jam. You can play the full game for free on itch.io.
Responsibilities: Game Director, Lead Producer, Game/Level Designer, Programmer, Narrative Designer, Sound Effect Sourcing, Crafter of Cutscenes, and all the small roles that don't have a title.
I led a team of three (3) - sound designer, programmer, and writer - to craft a short narrative horror experience. This was my first project of larger scale, and I've learned a lot about the creative and game design process.
You can read about my thought process while developing the project in the dev diary here.
Tools Used: Unreal Engine 5, Trello, Blender, Google Docs



