Behold, a sample of my game design work! Click on the images to explore the project.

Skull Island is a custom map for the multiplayer first-person shooter Team Fortress 2. It was made using the Hammer Editor and Source Engine. Click the image for more details. Prop models and textures were all pulled from the game (and a few by another artist); I was responsible for all other elements (design, building the level, triggers, etc).

Reflection is a casual Flash game. Click to rotate the mirrors to guide the laser to hit both targets. My second flash game, this one includes sound and a high-scores table. I was responsible for all design, art, game scripting, and integrating the high scores api.

Pig Zen is a casual Flash game. Drag and drop the pigs of various size and color to balance out the five platforms, but each platform can only hold one pig of each color. Responsible for design, scripting, and some of the art.

"ASP: First Strike" is an original, stand-alone creative writing sample. Don't worry, it's only one page long.

Unreal VKC is a recreation of part of the USC campus (the VKC building and surrounding area) I worked on in the Unreal Engine for an independent project.

I have written a level design document for a Neverwinter Nights 2 campaign. Although the campaign is fictitious, the document has been written with links to other campaign documents as if it were part of a larger project. Currently a work in progress.

Midori is a game pitch / prototype for a 2D action platformer that serves as a metaphor for the climate / energy crisis. Click the image to read about it or go straight to download the prototype or watch demo videos. The prototype was created using Yoyo Games' Game Maker and its scripting language GML.

"Evasive Space" is a design review of the Wiiware game. Here I discuss some of the design problems with the game and suggest relatively simple ways to solve them to yeild a more rewarding player experience.
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