Kawai’ian Isolation (WIP) | made in Unreal Engine 5.3 | 24 person team
Roles: 3D environment / Technical Artist / Game Designer / Technical Designer
- Co-led and managed a multidisciplinary team of 10 programmers and designers to assign deliverables.
- Collaborated with artists to develop custom shaders, including a VHS/digicam filter and a Kuwahara filter.
- Developed and implemented environmental shaders in partnership with artists to create immersive environments.
- Programmed a dynamic day/night cycle with a storm preset, collaborated with programmers to integrate it into the game’s sequencing framework.
- Collaborated with writers and artists to design and model one of the game’s primary landscape, ensuring a happy medium between writers and artists desires.
- Co-developed the game’s narrative alongside writers, contributing to storyline development.
- Optimized the game environment resulting in a 35-50 fps increase on lower-end machines.
Click here to go to a google drive folder with videos of me walking throught the Environment
TerraBloom | made in Unity | 8 Person Team
Roles: Game Designer / Writer
- Designed all core gameplay mechanics, documenting them via mind maps in Miro to help programmer implementation.
- Conducted research on bug-plant relationships, terrarium ecosystems, and plant growth conditions to be able to better design the game and have a strong variety of plants and bugs that work well together.
- Developed and wrote dialogue for an insect feedback system, providing players with a dynamic guidance system.
- Designed and wrote all the tutorials for the game, as well finding the best times to introduce all the different tutorials.
Diabolic Lord | made in Godot Engine | 14 person team
Roles: Programmer
- Collaborated with the UI/UX team to implement all user interface elements.
- Partnered with game designers to program and develop the framework for the game’s skill system



























