PROJECTS

Arrow Down
Below are the major video game and themed entertainment projects I've had the pleasure of working on! If you wish to learn more about a certain experience, please feel free to reach out!
Commercial Work ~
(in order of release)
Warframe (2013)
An online third-person AARPG shooter.
Community, Game Design & Player Research, Production
Soulframe (TBA)
A naturalistically evolving MMORPG.
Community, Game Design & Player Research, Production
Forehead Chip (TBA)
An arcade cyberpunk platformer.
Marketing & Communications, Trailer Production
Themed Entertainment ~
(sample projects)
Dino Springs
A regional splash pad.
Technical Art & Design
Drakendorp (NexGen Showcase)
A rustic fantasy village with multiple attractions.
Technical Art & Design, Master/Site Planning
Game Jams ~
REDUX Solutions
Scavenge the insides of a living beast.
Level Design, Environmental Art
The Pond
A chaotic frog waiting game.
Game Design, Environmental Art
Dark Harvest
A survival farming game.
Game Design, Art
Family Fisticuffs
A fight-breaking game.
Game Design, Art

Commercial Work

Commercial Proj.

Warframe

Developer: Digital Extremes | Released: 2013
Project Overview
Join over 80 million players on multiple platforms in this action-adventure looter-shooter set within the sprawling Origin System. Explore a vast and unique storyline surrounding a multitude of worlds, characters, war fractions, and types of conflict.
Contributions
  • Game Design: Player research for redesigning game systems/mechanics and revitalizing the new player experience (first 80+ hours).
  • Production: Program coordination with external partners and technical game analysis (QA).
  • Community: Supported community engagement through in-person and live-streamed events.
Technologies
Jira, Perforce, Thunderbird, Confluence, Basecamp, internal technologies

Soulframe

Developer: Digital Extremes | Released: TBA, Closed Pre-Alpha
Project Overview
Soulframe is a new free-to-play MMORPG from Digital Extremes, the studio behind the online sci-fi AARPG, Warframe.

Themes of nature, humanity, and colonialism converge to create an experience where players engage in cultural and environmental restoration in a world rich in detail, beauty, and unique placemaking.
Contributions

My specific areas of interest for this budding live-service project extended to,

  • Game Design: Player advocacy and iterative design feedback, including various aspects of gameplay systems, mechanics, and narrative in the live pre-alpha build. Additional advocacy and support in UI/UX, item/narrative descriptions, accessibility features, etc.
  • Production: Live operations, player research and playtest monitoring (80,000+ players), curated player content via hotfixes and patch notes, technical writing, and technical game analysis (QA).
  • Community: Facilitated the pre-alpha programming, shaped early and ongoing communication strategies, launched official game forums, agreement writing, asset organization, and supported community engagement through live-streamed and in-person events.
Technologies
Jira, Perforce, Thunderbird, Confluence, Basecamp, internal technologies

Forehead Chip

Developer: Naturally Intelligent | Released: TBA
Project Overview
Forehead Chip is a narrative cyberpunk platformer set in the midst of Arca City, a fracturing utopia. You’ve joined the Implant Corps to restore order by capturing vile Holdouts hiding in the cracks and crevices of the city's districts. Use clever weapons, upgrades, and implant tech to stay on top, or dig deep into the city’s secrets and tensions at your peril!
Contributions

I supported this indie project through,

  • Marketing: Proposed communication strategies, Steamworks publishing, press and creator outreach, and created trailers and other promotional materials.
  • Community: Launched several social media platforms and produced social content leading to a 6.1% engagement rate.
Technologies
Steamworks, DaVinci Resolve, Affinity Suite, external marketing technologies

Themed Entertainment

Themed Ent.

Drakendorp

Technical Artist & Designer | NextGen Showcase 2023-2024
Project Overview
A mere echo of its once-prosperous self, Drakendorp, was once a rich village known for its use of raw material mined from the neighbouring caves. Now a much more sleepy village, the inhabitants invite you into their world. Discover the history behind the myth that once destroyed the village and learn how it was slowly restored through evironmentalist themes.
Contributions

I was continuously involved in the project's concept, development, and schematic phases.

  • Concept Design: Collaborated throughout blue-sky to schematic phases and led narrative direction post-client feedback.
  • Concept Art: Iterated concept art and illustrations for the themed land, attractions, ride vehicles, and general world-building.
  • Graphic Design: Developed graphic designs for onstage/offstage signage and furnishings.
  • Technical Design: Directed final masterplans aligning with collaborated blue-sky and concept plans. Developed schematics in ride scene sectional elevations, props, lighting, and signage, and developed technical narratives and early strategies.

This project was presented at IAAPA Expo Europe 2023 (Vienna, AUT), 2023 IAAPA Expo (Orlando, US), and 2024 TEA SATE Europe (Gardaland Park, IT).

Technologies
Vectorworks, Affinity Suite, Blender

Game Jams

Game Jams

REDUX Solutions

Sole Level Designer & Environment Artist | Jam: LoJam x GDS 2025 | Time Frame: -6 days
Project Overview
In this puzzle-platformer, explore the insides of a massive sea creature by solving gut-wrenching puzzles and scavenging it's sought-after pearls with your trusty axe.

This prototype sees players trek deep into the inner bodily workings, upgrading gear to new areas, and being challenged by environmental hazards. We were the main organizers for the event and made this game in the spirit of the jam!
Contributions
  • Game Design: Pitched and co-designed core gameplay loop, designed game rules from initial idea/theme, and collaborated on logic and implementation.
  • Level Design: Designed all level whiteboxes, serialized rooms, and moving environmental puzzles within less than 26 hours.
  • Art Direction: Led art direction towards a mid-2000's handpainted style that remains detailed oriented but efficient within the tight deadline. Oversaw asset implementation, flourishes, and other effects with the team.
  • 2D Art: Handpainted UV textures for all models, materials, and foliage.
  • 3D Modelling: Modelled all assets and set dressings for the game, blocked out the game scenes, and built/decorated all in game environments within a tight deadline.
  • Production: Piloted the project timeline, organization, and scope.
Technologies
Unity, Affinity Suite, Blender

The Pond

Sole Artist & Designer | Jam: LoJam 2024 | Time Frame: -6 days
Project Overview
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!

Featuring a two-device control scheme to create a challenging, left-brain, right-brain playing experience.
Contributions
  • Game Design: Designed core gameplay loop, designed game rules from initial idea/theme, and collaborated on logic and implementation.
  • Art Direction: Guided art direction for a distinct 2D/3D blended style and environment.
  • 3D Modelling: Modelled all set dressings for the level, blocked out the game scene (including level design), handpainted UV texturing for all models, oversaw asset integration, and collaborated on environmental lighting.
  • Graphic Design: Collaborated on the game's UI and created all 2D assets and logos.
  • Production: Piloted the project timeline, organization, and scope.
Technologies
Godot, Affinity Suite, Blender, Ableton
Awards

Industry Judges' Best in Art
People's First Choice
Awarded by: London Game Jam, Digital Extremes, Doom Turtle, Apocalypse Studios, Microsoft, Unity

Dark Harvest

2D/3D Artist | Jam: LoJam 2023 | Time Frame: -6 days
Project Overview
In this survival-farming simulation, you must plant and gather your harvest before your crop hounds you at night!
Contributions
  • Game Design: Co-developed game design rules, gameplay loop, and logic.
  • 3D Modelling: Modelled set dressing and buildings in a multi-person pipeline.
  • Graphic Design: Supported additional pixel assets, enemy sprites, harvest, and logos.
Technologies
Unity (C#), Affinity Suite, Blender, Ableton
Awards

Industry Judges' Third Choice
People's First Choice
Awarded by: London Game Jam, Digital Extremes, Doom Turtle, Unity, Microsoft, XP Game Developer Summit

Family Fisticuffs

Lead Artist & Designer| Jam: LoJam 2022 | Time Frame: -6 days
Project Overview
Family Fisticuffs is an arcade game where you break drunken arguments before your family gathering (excuse to drink wine) is ruined!
Contributions
  • Game Design: Designed core gameplay loop, designed game rules from initial idea/theme, and collaborated on logic and implementation (object behaviour.)
  • Graphic Design: Created all artwork and collaborated on FX, logos, and UI elements.
Technologies
Godot, Affinity Suite, Ableton, Git
Awards

Industry Judges' First Choice
Awarded by: London Game Jam, Digital Extremes, Apocalypse Studios, Doom Turtle, Microsoft, Unity, XP Game Developer Summit