I analyze how players respond and adapt to mechanics
to find the fun waiting to be discovered.
Game Republic Student Showcase Award Winner
From ideation to polished level in 10 weeks.
Small Team Game Design
Game: Hex & Havoc
Genre: Magic FPS
Role: Game Designer
My contributions:
Created and implemented all VFX
Defined level design metrics and level designed first 3 rooms and first 2 enemy encounters
Wrote the onboarding and level completed dialogue script
Tech designed the dialogue and lore pickup systems and the EQS for the knight enemy behavior
Implemented the UI, SFX, music and VO
Tools: UE5, Ableton Live, Figma
Hex & Havoc won 3rd place for both the
Level Design and Narrative Design Awards
Prototyping my game Prism’s combat mechanics
Combat Mechanic Design
Game: Prism
Genre: Sci-fi Action Adventure
Role: Game Designer
My process:
Identified and iterated over potential gameplay features
Validated mechanics through play testing
Defined and adjusted user stories based on what players should think, feel and do during gameplay
Tools: UE5
Play testing mechanics to inform feature updates
FPS Mechanics Play Test
Genre: Sci-fi FPS
Role: Lead UX Researcher
Studio: Irradiate Games
My process:
Reviewed and organized initial feedback to define research goals.
Planned, conducted and analyzed play test sessions.
Discussed and delegated feature updates for the Tech Department.
Tools: Miro
Mechanic Onboarding Redesign
Analyzing player feedback for update opportunities
Game: Metroid: Dread
Genre: Metroidvania
Role: UX Researcher
My process:
Observed and documented Metroid: Dread players’ motivations and frustrations with the game.
Affinity mapped findings and created player personas to inform potential mechanic updates based on player needs.
Tools: Figma, Miro
Educational Game Design Content
I make educational content to help make game design theory more accessible to aspiring game designers.
Long Form Educational Content
Applying the Bjork and Holopaienen Game Component Framework to my research focused game experience.
Explaining insights from game design theory books I’ve been reading including setting meaningful goals and constraints for players.