Current Projects
Description in progress - I made the tutorial level for our game with another designer using PCG and set up all the tutorial functionalities for teaching different abilities, before doing anything in engine I planned out the flow of the tutorial using paper prototypes of the map, shifting the abilities I wanted to teach players around until the spacing and order felt right
Description in progress - this cutscene is still in progress but I made this for the transition between the tutorial and the lobby to introduce players to what they are doing in the game, this was my first time making a cutscene and animating in Unreal Engine, I used mocap animations that I directed with my classmate wearing the suit, I also voiced the player (not the frog)
Tax Fraug is the most *ribbiting* rail shooter around, featuring fast-paced and high-risk, high-reward gameplay on Bog Street. I was brought onto the team as a designer and am working on level and gameplay design. I have also conducted playtests for the game at events where we showcased it.
Most Recent Work
Drive Away Miami is a short turn based puzzle game made in 8 hours at DeFrag's Game Jam on February 13, 2026. I worked on a 6 person team as a designer as we developed the game in Unity. I planned out the gameplay, using turn based movment on a grid to escape from the police, and blocked out the levels levels before implementing the assets and systems made by the artist and programmer. This was my first time participating in a game jam and I learned a lot about time management, teamwork, scoping a project, and working under pressure.
Cryptic Cave Adventure is a short experience I made in my Solo Game Dev class during my Junior year in DePaul's Winter quarter in 2026. I focused on creating a specific feel for the game without worrying too much about gameplay. I wanted to make the player feel disoriented and slightly uneasy but also provide them with some serene moments with the beautiful waterfalls to keep the experience fresh. I also played around with creating an experience with the sound design and created a musical experience with different overlapping notes to create chords depending on where you stand when the cave opens up. Making this game taught me a lot about scoping projects, trusting my gut as a designer, and making large changes when neccessary to make the game better as a whole even if they set me back.
Maps:
Teddy Bear Rescue: An Airport Adventure was my final project for my Intro to Level Design class in the fall of 2025 during my Junior year at DePaul. This class was my first time working on level design and I have come a long way since this now. I designed the level and flow through multiple iterations of maps of the airport terminal the game is set in before blocking out the level in Unreal. After making adjustments for scope, I filled in the environment with marketplace assets and lit the scene. I programmed all interactions between the player and the game. I also implemented all audio including my recorded voice lines. I created this level based off of the feeling of anxiety I would often get as a child when I traveled. I was always scared that I would leave my favorite stuffed animal on the plane and couldn't get it back so for this expereince I wanted the player to have the opportunity to get it back. I learned a lot about scaling back the project as my initial map includes more than I was able to implement in 10 weeks. I also learned a lot about Unreal Engine in general with this project and I was able to get more comfortable working in the editor, making blockouts, building an environment, and making blueprint based gameplay interactions.
Enter a mystical new biome with the Whispering Woods mod! Introducing five new mobs, a complete new wood set, new glowing plants to light your way through the biome, and more!
Working in a team with nine other designers, we spent ten weeks planning out, designing, and developing this Minecraft mod. As the head of the programming team, I divvyed up the work between myself and the two other programmers with soft deadlines to encourage spacing out the development with the time we had, I communicated with the art and sound teams about the proper file formats they would need to export their resources in so I could import them into the project, I collaborated with the art team while implementing their textures and models as we found things that needed to be changed after playtesting, and I participated in bi-weekly standups where I communicated to my team where I was at with the work I was doing and what I still needed to get done or would need support on.
Games
Blanding's Landing was developed by Levi Bjork, Isaiah Chapoy, Gwen Edgar, Tatiana Garces, and I with music by Willem Granzin with the Peggy Notebaert Nature Museum as our client through DePaul's Game Development II class in the spring of 2024. This was during my Freshman year and was my first time developing a video game with other people and working with a client. I worked with Isaiah as the programmers of the game and I learned a lot about time management, programming, communication, and prototying.
Portal Panic! is a tabletop dungeon crawler that I designed with Adam Stall and Syd Scott for my Game Design class at UCLA's Game Lab Summer Institute in 2022. This was my first expereince working in a group to make a game and was also the first class I took that focused on game design rather than development.
3D Modeling