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Games

Here are my current list of finished games I have worked on
Twisted Towers /
Unannounced Project

This game was created by PerBlue 

Wishlist the game on Steam here.

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-Designed different mechanics and systems for both Twisted Towers and the unannounced project while working remotely for PerBlue.
-Coordinated with team leads creating design docs and system specs for various features on both projects.
Communicated / coordinated between different disciplines to meet the design needs of the team while creating walkthroughs / wireframes in Figma for both projects.
-Adapted design priorities when active work on Twisted Towers finished, and pivoted to the needs of the unannounced project.
-Worked on designing features for Twisted Towers while the game was in soft launch based on user and product manager feedback with the objective to hit KPI goals put forth by PerBlue.

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Drill Dash

This game was created by Asteri.

Wishlist the game on Steam here.

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Additional Design doc examples available by request.

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Drill Dash was the first original IP we came up with at Asteri. While I worked as the principle designer for the game, I also acted as a producer overseeing all of the teams as development went along. 

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Drill Dash was going to be the first of three games in the 'Dash' universe, using Rogue-lite elements and a procedural level creation, we aimed to give players freedom to learn and grow their characters in a challenging, fun experience. While it is unknown if Asteri will ever finish the project, Drill Dash will hold a special place in my heart as a passion project  the team and myself was eager to finish.

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Surviving the desolate wasteland of a ruined world is tough. Luckily, you and your fellow survivors are equipped with suits of power-armor and know how to handle massive rocket propelled drills with lightning fast reflexes.

 

Launch from your mobile railgun platform, tunnel through the earth and soar through the sky hanging onto your rocket drill, picking up extra fuel and armor as you go. Upgrade your mech suit and drill by collecting precious metals scattered across these lands called "loot".

 

But beware! Roving bands of scavenging raiders, killer robots and unfriendly alien life do not look fondly on your mission and will attack without mercy. Fight back by carefully timing your boosts to smash through them from above or below, all while avoiding wreckage and trash that will wreck your armor and send you scurrying back to base.

 

How much loot can you get? How long can you last? 


Get ready, it’s time to Drill Dash!

Gobsmax Galaxy

This game was created by Asteri.

Download the game from the iOS store here.

Download the game from Google Play here.

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Additional Design doc examples available by request.

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Gobsmax Galaxy is where my five plus years in the industry have led me in my career so far. I am in charge as the principle designer for the projects, making large scale design decisions for the game. These decisions are guided with Asteri's analytics platform. This is the first project where I am not relying directly on testing groups for feedback on where our project should go.

 

Within a month of a working prototype, we had received data back from users that helped shape our early design choices and push the game in the direction it is moving now. This quick turn around of data showing the impact my designs had let me react and iterate on the project much quicker than I was able to do so before.

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In addition to working in a heavily data driven feedback loop, this is also the first project since my college days that I am managing a team under me. I am reviewing and giving direction for the team currently designing levels, as well as working with the other heads of our group to coordinate and plan our project direction and implementation schedule.

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Finally, this is the first project where I was given the reigns to redesign the monetization system after our initial design with the other company that started this project didn't turn out successful. Using our data from what our current user base is leaning towards, I have set forth a plan that should start generating increased revenue for the project.

Force of elements
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This game was created by Wicked Fun.

For Steam here.

For Android devices here.

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Additional Design doc examples available by request.

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Force of elements and the unreleased title I worked on afterwards with Wicked Fun was when I really started to feel like I had a good handle on my design techniques.

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I was able to go into two different games, figure out the systems already in place, and expand / create new mechanic and systems designs for both of them. While development ended early on the second title, I was in the middle of my first monetization design for the game as well. I was able to adapt to every design roll I was given, and tackle the challenges that came my way.

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I was creating new combat scenarios in the morning and working with the head editor of Valiant Comics at the time in the afternoon going over new additions to their IP that worked within the universe. Wicked Fun was where I learned to best adapt to whatever task was needed of me as a designer.

Adventure Escape: Time Library

This game was created by Haiku Games.

For Android devices here.

For iOS devices here.

For Amazon app store here.

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This was my second professional title, and the first time I was given the reigns as a level designer. While I had dabbled in puzzle games before, this was the first time I had to stretch my brain and figure out interesting puzzles for our player base to solve. At the same time, the puzzles couldn't be too challenging, or players would give up on esoteric or non-logical solutions to the puzzles put before them. 

 

Overall, the gameplay and puzzle difficulty hit a good middle ground giving a large swath of users a fun, slightly challenging romp through a fun story. I was nervous when working in a new genre for my design, but like with all my titles, I learned a lot and built up my design repertoire for future projects.

Riptide GP 2

This game was created by Vector Unit.

For Android devices here.

For iOS devices here

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My first professional title outside of school, Riptide GP 2 taught me the difference between working on a traditional and mobile game title and the challenges associated with adapting to the professional workplace environment.

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I was put in charge of setting and tweaking the racer AI, vehicle upgrade system, and level mechanics used in the game. With the help of the leads, I was able to grow my confidence in a professional space, while at the same time, seeing the outcome of my design choices when the game launched.

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For the first time, my decisions had real weight to them and could help / harm the project overall if I didn't carefully think about my choices for designs, such as the monetization system of the game.

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The lessons I took away from Riptide GP 2 served me well as my first foray into the professional scene.

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