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Ab Initio

Combat Designer

August 2021 - Present

A top-down roguelike focused on combat, Ab Initio is my post recent team project. In Ab Initio, the player navigates randomly-generated levels, clearing rooms of enemies using combat abilities found along the way and reversing the flow of time with the game's unique rewind mechanic.


I designed and implemented most of the game's enemies and some of its bosses. In particular, designing around the player being able to rewind back to a few seconds ago made some coming up with enemy patterns an interesting experience.

Projects: Projects

Momentous: Monumentum

Sole Developer

July 2020 - August 2021

Momentous: Monumentum is an expanded version of a game I originally made for the GMTK Game Jam 2020. The game is a precision platformer with an emphasis on momentum control. Instead of stopping upon colliding with a wall, the player bounces off of them, creating an interesting balancing act for players to move quickly without losing control.

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After creating the original jam version, I decided to expand it into a full release, designing and building an additional 13 levels in additional to the base game's 8. I also added a slew of new mechanics, such as ice that preserves the player's speed and jelly tiles that bounce the player vertically as well.

Projects: Projects

The

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Sole Developer

November 2019

The is an action puzzle platformer I created in November 2019 for the GameMaker 20 Jam. The Jam's theme was "20", so I themed some of the game's elements around this; the core gameplay loop consists of collecting every coin in the level within 20 seconds.

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The levels in particular were a joy to develop. The screen-wrapping mechanic and non-linear nature of the collectables allowed me to design a multitude of potential routes for players to take.

Projects: Projects

Gnomentum

Design Director

January 2019 - April 2019

Gnomentum is a 2D precision platformer and one of the first team projects I worked on at DigiPen Institute of Technology. Stylistically, it blends together tight platforming gameplay with humor, surrealism, and grappling hook mechanics.

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As the team's design director, I worked to develop the game's humorous-but-surreal aesthetic. I also designed several of the game's levels and worked with our Technical Director to create an in-game level editor.

Projects: Projects
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