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Projects

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!
Game Production & Development ~
Game Jams ~
The Pond
Game Design, Environmental Art
REDUX Solutions
Level Design, Environmental Art
Themed Entertainment ~
Drakendorp (NexGen Showcase)
Technical Art & Design

Game Production & Development

Warframe

Developer: Digital Extremes | Released: 2013
Project Overview
Join over 80 million players on multiple platforms in this free-to-play third-person action shooter set within the sprawling Origin System. Explore a vast and unique storyline surrounding a multitude of worlds within the Duviri Paradox, Whispers in the Walls, Jade Shadows, and Warframe: 1999.
Contributions

I supported the continued success of this live-service project through:

  • Game Design: Player research and support redesigning game systems and mechanics to revitalize the new player experience in the live-build (first 80+ hours).
  • Production: Program coordination with external partners, technical game analysis (QA).
  • Community: Supported community engagement through live streamed and in-person events.
Technologies
Jira, Perforce, Thunderbird, Confluence, Basecamp, internal technologies

Soulframe

Developer: Digital Extremes | Released: TBA
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 collide to create an experience where players embrace cultural and environmental restoration in a world rich with detail, beauty, and unique placemaking.
Contributions

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

  • Game Design: Iterative design and narrative development shaping narrative quests, game systems, gameplay, and other player advocacy in the live pre-alpha build. Additional work in user experience, user interface, writing item/narrative descriptions, accessability features, etc.
  • Production: Live operations, player research and playtest monitoring (80,000+ players), curated player content via hotfixes and patch notes, technical/copywriting, and technical game analysis (QA).
  • Community: Facilitated the pre-alpha program, shaped communication strategies, launched official game forums, copywriting/player agreements, 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 Inc. | Released: TBA
Project Overview
Forehead Chip is a 2D cyberpunk run-and-gun pixel-platformer set within a body-implant dystopia. Join the Implant Corps and capture uncooperative vagrants living within the forsaken cracks and crevices of society. Explore the divided city’s secrets, whispers, and inner tensions and earn your worth as a recruit seeking to win the coveted Forehead Chip, the key that will give you ultimate status and access.
Contributions

I supported this indie project through:

  • Marketing: Shaped communication strategies, managed Steam publishing, and created trailers and other promotional materials.
  • Community: Launched several social media platforms and produced social content surrounding the project.
Technologies
Steamworks, DaVinci Resolve, Affinity Suite, external marketing technologies, internal technologies.

Themed Entertainment

Drakendorp

Technical Artist & Designer | NextGen Showcase 2023-2024
Project Overview
Nestled amid the rolling foothills and mountains of TerraTopia stands a small village. 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. Learn how they have repurposed many buildings, open spaces, and changed their harvesting methods to live happy, but humble, lives in harmony with the local wildlife. Discover the history behind the myth and their respect for it and its Dragon.
Contributions

I was continuously involved in the project concept, development, and schematic phases through:

  • Concept Design: Collaborated through blue-sky-schematic phases and led narrative writing 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: Drew final masterplans aligning with collaborated blue-sky and concept plans. Developed schematics in ride scene sectional elevations, props, lighting, and signage. Additionally led and developed technical narratives and early strategies.

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

See concept development in 'Attraction Design'
Technologies
Vectorworks, Affinity Suite, Blender

Game Jams

REDUX Solutions

Sole Level Designer & Environmental 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.
Contributions

Created in 6 days, I was responsible for:

  • 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 block-outs, 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 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.
SEE ENVIRONMENTAL ART/design IN '3D'
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!
Contributions

For this project, I was responsible for:

  • 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.

Created for LoJam 2024, this game won awards for:

  • Best in Art, selected by a panel of industry professionals.
  • 2nd in People's Choice.
Technologies
Godot, Affinity Suite, Blender, Ableton

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

I was responsible for:

  • 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.

Created for LoJam 2023, this game won awards for:

  • 3rd in Judges' Choice, selected by a panel of industry professionals.
  • 1st in People's Choice.
Technologies
Unity (C#), Affinity Suite, Blender, Ableton

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

For this project, I was responsible for:

  • 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.

Created for LoJam 2022, this game won awards for:

  • 1st in Judges' Choice, selected by a panel of industry professionals.
Technologies
Godot, Affinity Suite, Ableton, Git