Game & Level Design

Various level blockouts & greyboxing, game designs, and set-dressed environments. If you wish to learn more about a certain experience, please feel free to reach out!
The Pond
Game Design - Arcade Gameplay Loop
Project REDUX
Level Design - Tutorial & Vertical Slice
EARLY SCREENSHOTS AVAILABLE BELOW.

The Pond

2024 | Unconventionally Controlled Arcade Game
Project Description
Live out your dream of being a waiter for frogs! Balance safely delivering drinks on an unstable tray, managing difficult customers, and pushing your way through an army of cocktail-loving frogs!
Game Design

Following an "obstacles create the path" theme, the primary design pillars of this game were to:

  • produce frantic decision making,
  • promote left-brain/right-brain feeling gameplay, and
  • utilize a unique control scheme.

Players must navigate a cocktail bar while balancing drinks and managing thirsty/disruptive patrons. Following the theme and beyond social commentary, the Frog patrons create a physical obstacle that changes player movement flow, as well as an interactable that players can strategically destroy (pushing/hitting). However, Player combat must be strategic in,

  • creating (or forcing) a path to an objective,
  • completing an objective (neutralizing a 'Disruptive Frog'), and
  • retain awareness in their surroundings so as not to hit previously served (objective complete) frogs.

Themes of chaos and multitasking are highlighted by a unique (and intentionally difficult) control scheme that utilizes an Xbox controller and a two-button gamepad in each hand.

Game-Field & Environment Design

The game arena is designed to ensure proper flow between player movement and the frog's AI pathing while maintaining the theme of a stand-up cocktail bar.

Project REDUX

2025 Onwards - In Development | First-Person Puzzle-Platformer

Gameplay screenshots of Project REDUX's vertical jam slice. Design focused on coercive hallways that encouraged players to advance and solve simple room-shifting puzzles.

Second room in a developing tutorial, which, through framing, forces players to focus sightlights on crouching tutorials, platforming segments, and key environmental block-ins.