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Level Design

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Onward
By Downpour Interactive
A Meta Company

Role: Intermediate Level Designer

Date: 2021-2023

Level designer for Onward, a VR shooter that is one of the highest-played games on the Meta Quest platform.

RESPONSIBILITIES
🔵 Research locales for future game maps with a realism design focus
🔵 Blockout concept maps for future multiplayer content
🔵 Build maps to showcase and test new mechanics with designers
🔵 Create new and maintain existing levels for mobile hardware performance
🔵 Collaborate with programmers and designers to create new proprietary tools

ACHIEVEMENTS
🔵 Created a map that become integral to the vision of our unreleased project.

🔵 Supported the release of new Onward maps from concept to completion in a shifting priority environment.

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Riverbond
By Cococucumber

Role: Jr. Level Designer

Date: 2017

Designed levels almost 3 hours' worth of levels for the main campaign within four months. Work was taken from concepts and paper design to digital implementation.

Outlining assets, enemies, and boss fights for the levels.

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Designed and built many of the forest, desert, cave, and castle-themed maps.

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PC Gamer a guide to games in 2018
Gamesmaster Indiemaster logo
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IGN Interview

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Dungeons of Edera
By Monster Tooth Studios

Role: Level Designer

Date: 2020

Worked on Dungeons of Edera, a rogue-lite action RPG dungeon crawler featuring procedurally generated dungeons. I worked in a self-directed environment.
 

  • Created 48 modular levels for their dungeon generation system to fit 1 linear dungeon and 1 non-linear dungeon.

  • Created a map for a major narrative-focused boss fight.

  • Created a design language that can be replicated to speed up module production.

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Watch Dogs 2 Map in UE4

For Ubisoft NEXT Challenge 2020

Roles: LD, Blueprint Scripter

Date: 2020

 

Created a level based on Watch Dogs 2 that accounted for stealth, aggressor, and pacifist playstyles based on provided specifications and metrics.

 

Iterated on sightlines, path-flows, kill affordances, and progression based on feedback from playtesters and curveballs/changes requested by Ubisoft.

Placed Top 5 at the Ubisoft NEXT Level Design Challenge

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Scripted puzzles, using Unreal Engine's Blueprint, that are inspired by the urban of the level to break up the gameplay beats. Scripted tools to help test various sections of my map quickly. Bug fixed broken Blueprint scripts provided by the competition.

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Top 5

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Prem Int View 12345X
Side view of stairs
Initial Pathing Sticky notes
Interior map of Floor 2
View from the top
VIP to rescue
Light switch, guard path, & stairs
Side view of stairs from grass

Far Cry 5 Inspired Map on UE4

For Ubisoft NEXT Challenge 2019

Roles: level designer

Date: 2019

Created a level based on Far Cry 5 that accounted for both stealth and run n gun playstyles based on provided specifications and metrics.

 

Connected the scenario to FC5's story and map. Started with basic maps and then created it in Unreal Engine 4. Iterated on sightlines, path-flows, kill affordances, and progression based on feedback from playtesters arrived, and curveballs/changes were requested from Ubisoft.

Won 3rd place at the Ubisoft NEXT Challenge

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Created my own Blueprints to facilitate the intended experience.

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Top 3

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Roll Together

By Mindwax Games

Roles: Lead Level Designer,

            Game Designer,

            Producer

Date: 2018

 

Workshoped the game mechanics with the team and assigned tasks to create it within the 5 days of the jam.

 

Created and implemented the level layout in the game with a focus on close call moments to keep players on their toes. 

 

Up to a 100 players can use their phones as controllers to play the game.

 

A version remastered with upgraded visuals, new environmental features, and additional levels was re-branded as Critter Ball.

Showcased at

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Critterbox

By Mindwax Games

Roles: Producer,

            Lead level designer

Date: 2018

 

Coordinated a multidisciplinary team of 7 people to create a game that meets the design goals for a target demographic over an 8 month development period. 

Succeeded on creating a level that would teach the game's unique mechanics hitting the targeted emotional impact for the game.

Showcased at

Game Design

Game Design

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Balloon Buoyancy 

Me Game Curios HES 2016
Debris is something to die for
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Jump on to start

Roles: Game Mechanics,

            Scripting,

            Sound

Date: 2016

 

Co-op platformer where players have to ride a balloon-powered seesaw through space. Obstacles and debris get in the way, but they players go as high as they can.

Game designed with a quick game loops to get people addicted. Kids kept coming back to play the game instead of trying other ones at the Toronto Comics Art Festival 2016.

Showcased at

Game Jams

Game Jams

Growing Up Ready

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Roles: CPS Facilitator, 

            3D Animator

Date: 2015

 

An Interactive toy created during a 5 day Game Jam at Sheridan College. Holland Bloorview Kids Rehabilitation Hospital Came in as the 'client'. 

They wanted something that could entertain kids in the waiting rooms without being addictive. The game hat to take into consideration the different handicaps kids would have. 

The toy was made to work with their custom pressure grid input (each pressure plate was 1 by 1 feet, but the whole grid was 10 by 10 feet). The game has kids populating the seafloor with ruins, plants, corals etc… Depending on where the kid is standing, the respective pipes would gush out an artifact and place it on the seabed. 

Experiments

Experiments

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Crabby Focus compressed
Crabby's behavior tree
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Rabbit's behavior tree

Gatherer Crab

AI Test

Roles: Game Mechanics,

            Scripting

Date: 2016

 

In this prototype, I made to make a talkative companion NPC(Crabby) that nags what it is thinking. Rabbit is meant to set up the level so Crabby could have an objective for the player to assist with.

Scripting-wise, I wanted to see if I could make modular states in Behavior Machine that can be duplicated over and over to add abilities wherever needed.

Contact Info
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