Game Designer,​ 3D Artist

I co-created Golden Loft while working as a Game Design & Development Intern at Halon Entertainment. Through dozens of interactable objects and mini-games, this educational VR game teaches the various occurrences and applications​ of the golden ratio in art, architecture, and nature.

Tools:  Unity, C#, Maya, Octane, Photoshop

Main Contributions:​​

  • Designed interconnected puzzles and minigames

  • Created game design documentation and level layouts.

  • Placed interactable objects throughout levels

  • Modeled and textured 3D assets

goldenloftscreenshot_1.png

I designed the tutorial space. It contains two locks requiring the player to search around the room and interact with objects that deliver introductions to the mathematical concepts taught in the game.

goldenloftscreenshot_2.png

We came up with a claw machine mini-game to explain the concept of a golden ratio in an entertaining and visually interesting way.

goldenloftscreenshot_3.png

We designed a system of pick ups each of which, accompanied by narration and in-world overlays, demonstrates an interesting fact about the Golden Ratio or the Fibonacci Sequence. 

goldenLoftPuzzleLayout.png

Each mini-game is designed to lead into the next one and fluidly guide the player around the room.

Lead Designer​

Ginkgo is a USC capstone game project currently being developed. It's a first-person atmospheric adventure game that tells the story of a bookbinder navigating her grief through a surreal, dreamlike realm. Using a telekinetically controlled needle that has the power to stitch surfaces together, the player will solve puzzles, platform across strange environments, and escape vengeful spirits.

   Tools: Unreal Engine 4, Photoshop, Maya

   Main Contributions:​​​

  • Designing level layouts and 3D grey boxes

  • Creating documentation for the game's mechanics

  • Facilitating design discussions and brainstorming sessions.

 

Functional bridge and wind puzzle that I concepted, prototyped and greyboxed.

Hallway area I designed.

Level References (1).jpg

Map of the entire game experience.

Level References (2).jpg

Blocking out the layouts of the game's tutorial space.

Screenshot (144).png

Documentation for one of the game's creatures detailing its unique abilities, gameplay role, and its behaviors.

StitchingSystem3.png

Design document and diagrams I created to explain in detail the game's core stitching mechanics to the team's engineers.

Prototype Stealth Game | Game Designer
Personal Project

A small project where the player stealthily navigates a city devastated by an onslaught of killer robots. My goals were to convey information about the world through environmental storytelling and to invoke a sense of uneasiness and dread in the player through level design.

Tools:  Unreal Engine 4, Blueprints, Maya,                              Photoshop

Main Contributions:​​

  • Designed the level layout and environment

  • Scripted player and camera controls

  • Scripted AI behavior and enemy search patterns

Screenshot+(14).png
camera+angles.gif

Changing camera angles for visual variety and a cinematic feel as well as keeping the player thinking about how to navigate the level safely.

Lights and characters are placed in a way that creates dramatic, ominous shadows.

Screenshot+(7).png
Screenshot+(20).png

The player is forced to use paths where the character and enemies are partially obscured. Visibility is limited to make the player feel unsafe.

Threat and scale increases throughout the level. Environmental storytelling is used to ramp up the stakes.

Prototype Stealth Game | Game Designer
Personal Project

A small project where the player stealthily navigates a city devastated by an onslaught of killer robots. My goals were to convey information about the world through environmental storytelling and to invoke a sense of uneasiness and dread in the player through level design.

Tools:  Unreal Engine 4, Blueprints, Maya,                              Photoshop

Main Contributions:​​

  • Designed the level layout and environment

  • Scripted player and camera controls

  • Scripted AI behavior and enemy search patterns

Screenshot+(14).png
camera+angles.gif

Changing camera angles for visual variety and a cinematic feel as well as keeping the player thinking about how to navigate the level safely.

Lights and characters are placed in a way that creates dramatic, ominous shadows.

Screenshot+(7).png
Screenshot+(20).png

The player is forced to use paths where the character and enemies are partially obscured. Visibility is limited to make the player feel unsafe.

Threat and scale increases throughout the level. Environmental storytelling is used to ramp up the stakes.

 
Creator​

A small project where the player stealthily navigates a city devastated by an onslaught of killer robots. 

Tools:  Unreal Engine 4, Blueprints, Maya,                              Photoshop

Main Contributions:​​

  • Designed the level layout and environment

  • Scripted player and camera controls

  • Scripted AI behavior and enemy search patterns

Cinematic Stealth Game Prototype

My goals were to convey information about the world through environmental storytelling and to invoke a sense of uneasiness and dread in the player through level design.

camera+angles.gif

Changing camera angles for visual variety and a cinematic feel as well as keeping the player thinking about how to navigate the level safely.

The player is forced to use paths where the character and enemies are partially obscured. Visibility is limited to make the player feel unsafe.

Lights and characters are placed in a way that creates dramatic, ominous shadows.

Threat and scale increases throughout the level. Environmental storytelling is used to ramp up the stakes.

1. Player walks through a desolate street.

2. Player witnesses a few robots and dead bodies.

3. Player sees the city in flames, squads of robots everywhere, and bodies lining the streets as far as the eye can see.

 
Level Designer, Artist

Wavebent is a Third Person Gravitational Brawler set in the distant future. Players take the role of terraforming robots and blast the earth to knock opponents out of sky arenas in the galaxy's greatest sporting event. Wavebent was presented at the 2018 USC Games Expo.​

   Tools: Unity, C#, Maya, Photoshop

   Main Contributions:​​

  • Designed the main team deathmatch level

  • Iterated on level design based on playtester feedback

  • Designed the official poster

  • Created all environmental art and three 3D characters including rigs and animations

I designed levels focusing on accentuating the unique mechanics of the game to provide players with an engaging team-based multiplayer shooter experience. I used playtesting results to iterate on the design on the map multiple times.

The first version of the map took place on the inside of a sphere broken up into eggshell-like fragments. Initially, the idea of a full spherical map with 360 degree combat to take advantage of being able to walk upright on any platform was appealing. However, playtesting showed that it was confusing and chaotic to new players.

Switching to a half bowl shape limited the angles players had to worry about being shot from. Overall, the symmetrical design and distinct platforms made it clear where you were in relation to other players while the overlapping portions provided cover (but not enough, according to playtesting).

The next iteration of the level features central pillars that block line of sight across the level allowing players to take cover. The central platform turned from a deathtrap into a zone of relative safety that players fought for since the pillars and connecting ring can save players from being knocked off.

New iteration of the level featuring rotating platforms that offer new ways of traversing the level as well as risky flanking routes.

 
Co-Creator

Worst of Both Worlds is a horror platformer where the player progresses and avoids threats by jumping between 2D and 3D worlds. Created with Ysidro Hartzel.

   Tools: Unity, C#, Maya, Photoshop

   Main Contributions:​​​​

  • Created environment and character art

  • Designed horror experience

  • Programmed gameplay mechanics

Worst of Both Worlds

The main goals in creating this game were to subvert expectations and constantly surprise the player with interesting uses of the 2D and 3D switching mechanic. Initially, it was extremely challenging to teach this mechanic to first time players and even more difficult to get them think about how to use it intelligently. Eventually, our design was successful in solving these issues for most players.

In the tutorial portion of the game, the 2D and 3D spaces are isolated. This allows the player to get comfortable with both control schemes.

Player uses dimension switching to escape monsters.

Another unexpected 2D and 3D interaction. The monster chasing the player forces the player from 2D into 3D.

This segment tutorializes dimension switching and is the first introduction to 2D worlds integrated within the 3D world. The player’s only option is to jump into the wall.

Interaction between the 2D and 3D worlds was something we wanted to emphasize. Here a box is pushed up against a wall to create a 2D platform, indicated by the thick black lines.

In the more frantic factory level, some playtesters weren’t able to figure out that there are 2D platforms in the far wall that can be used as escape routes. Incorporating crawlers in the background using these platforms was a clue that also added more creepiness to the level.

 
Lead Artist, Level Designer

Plasticity is a cinematic platformer about a young girl named Noa, who explores and decides the future of her post-oil, plastic-ridden world. Players will make choices that either help or harm the environment, and see how the decisions they make shape their journey and alter the future.

   Tools: Unity, Maya, Photoshop, C#, Perforce

   Main Contributions:

  • Leading a team of 10 artists and providing art direction

  • Designing level environments that serve the emotional goals of the game

  • Creating environment and character art

  • Presented at E3 2019 as part of the IndieCade booth

  • Over 23,000 downloads on Steam

I crafted game levels with a focus on environmental storytelling and emotional imagery. Here are some screenshots of the game. I directed the creation of all assets, composed the scenes, and lit the scenes.

 
PlayStation Technical Art Intern

Over the summer of 2018 I interned as a Technical Artist at Sony Interactive Entertainment. I was responsible for designing and developing PS4 Dynamic Themes for marketing campaigns for Experience PlayStation and to be sold on the PlayStation Store.

   Tools: PS4 SDK, Maya, Photoshop, XML

   Main Contributions:​​

  • Designed and developed PS4 Dynamic Themes

  • Designed themed interface icons

  • Modeled, rigged, textured, animated and optimized characters and environments

  • Created functional greybox assets for a VR prototype