Games
Overgrown

Project Type: Group (over 80 developers, about 10 months)
Role: Narrative Designer, Game Designer, Dialogue Writer, Quest Designer.
Game Engine: Unreal 5
Description: I worked with 79 other developers in an in-person format over the span of about 10 months. This project is now officially on Steam as a playable demo, and was a finalist for the Rookie awards, as well as being featured on the Unreal Engine Student Showcase!
Narrative Design, Game Design, Writing, Quest Design
>MANDATORY_UPDATE

Project Type: Group (9 developers + 8 external contractors)
Role: Narrative Designer, Game Designer, Dialogue Writer, Quest Designer.
Game Engine: Unreal 5
Description: For the project, I led Agile sprints, worked closely with all other departments, and wrote dialogue which I then directed the voice acting for and implemented in-engine.
Narrative Design, Game Design, Level Design
Deadwood

Project Type: Group of 5, 10 Weeks
Role: Systems Designer, Game Designer,
Game Engine: Unreal 5
Description: I delivered systems and sounds for the project, including a fire propagation system, hosing, breaking debris with an axe, the ability to swap tools with the mouse wheel, energy, water, and health, as well as some minor physics components and charging stations.
Systems Design, Unreal Engine, Blueprinting
Re:Frame

Project Type: Solo, 10 weeks
Role: Programmer, Game Designer, Puzzle Designer, UI, Narrative Designer
Game Engine: Unreal Engine 5
Description: I worked alone for 10 weeks to deliver a project complete with mechanics, sound, and multiple endings. I programmed in physics, a weapon pickup system, an enemy spline, a way to kill/catch the enemy, and a puzzle trigger complete with UI.
Blueprinting, Game Design, Narrative Design, UI
Expiration Inspection

Project Type: Solo, 3 Weeks
Role: Writer, Game Designer, Narrative Designer, Level Designer
Game Engine: N/A
Description: An in-depth, 20 page Game Design Document following professional standards acquired through research.
I decided to take direct inspiration from Francis Glessner Lee's Nutshell Studies of Unexplained Death.
Documentation, Game Design, Narrative Design
Diagnosis: Deathmatch

Project Type: Group (5 developers, 4 weeks)
Role: Narrative Designer, Game Designer, Graphic Designer
Game Engine: Tabletop, Analog
Description: Diagnosis: Deathmatch is a multiplayer competitive board game where it's kill or be killed. I worked with 4 other developers in an in-person format over a 4 week period in order to create, balance mechanically, and professionally print a board game.
Game Design, Narrative Design, Graphic Design
Star Wars: Mission Underground

Project Type: Solo
Role: Narrative Designer, Game Designer
Game Engine: N/A
Description: A pitch and synopsis for a stealth adventure game with branching endings where you play as a Mandalorian youth named Parja (or player can insert their own name) who is a spy for the Empire. I worked alone to build a full pitch document with gameplay loops, the overall story with its branching routes, and ensuring adherence to the Star Wars universe.
Narrative Design, Game Design, Level Design
Star Wars: Vengeance of the Huntress

Project Type: Group (4 developers, 2 weeks)
Role:Dialogue Writer, Narrative Designer, Game Designer
Game Engine: Twine
Description: A Choose-Your-Own Adventure Dialogue-Driven story game with gambling as a mechanic, Star Wars: Vengeance of the Huntress follows a woman named Miwa seeking vengeance on a crime lord. This universe-accurate game has full Poker, Russian Roulette, and Pazaak gameplay. I worked with 3 other developers to build a Twine game.
Writing, Dialogue Writing, Narrative Design
