Design Work

Design is one of my favorite aspects of development, where planning and ideation meet to define how a game functions. Here I have included several projects where I have done design work and made One Pagers or mock ups.

Included are playable experiences that demonstrate my versatility and know-how when it comes to mechanic and level design. While not full games, they should give a snapshot of the kind of work I am capable of. Provided here is information about each project with downloads so you can play them yourself.

Digital Audio Wasteland

A finished game you can find on Steam right now! I worked as Level Designer as well as a Mechanics Designer, and was heavily involved in meetings and decision making. I completely helmed the design portion of the entire Mall level, and saw its creation from planning to finishing.

Level Design

I had the honor and responsibility of developing one of our three main levels, the abandoned mall. I was intimately involved in this project from the early concepting to the whiteboxing, to the itty bitty details.

I worked with several other artists and programmers to ensure the functionality and form of the level met our standards and all worked as intended.

Mechanics Design

I was also heavily involved with the mechanical design of the game itself. From making One Pagers to standing in meetings, I played an integral role in shaping the way the game functioned.

As my final project for my Level Design class at the University of Utah, this was made to showcase level design surrounding a single main mechanic of grappling, in addition to jumping. It is a White Box, and was not ever meant to have finished assets.

With heavy influence from the Metroid Prime series, this short game experience features a level that must be explored thoroughly to complete. The primary focus is on teaching and testing player mastery of the central mechanic of grappling.

First-Person Action Game

As another project for my Level Design class at the University of Utah, this particular experience is designed as a side-scroller, taking particular influence from Mega Man X.

While it also features grappling, it is handled differently from the First-Person Action Game experience above. This mechanic is a prototype of sorts for the mechanic that would eventually become the First-Person Action Game.

Side-Scrolling Platformer

Open Park Walking Sim

Another project made for my Level Design class at the University of Utah was this Open Park Walking Sim. Unlike the others, this was designed with only walking in mind. As such, it was a showcase of filling a space using only simple geometry while still making an area feel full of interesting landmarks.

It features a park space designed after real world locations, altered to feel more like a video game environment.