PROJECTS

Arrow Down
Below are notable projects I have had the pleasure of contributing to! If you would like to learn more about my involvement in a particular experience, please feel free to reach out!
(in order of commercial, then project release)
Warframe
2013
Third-Person/FPS AARPG Shooter
Community, Player Research & Game Design, Production
Soulframe
TBA
Narrative Exploration MMORPG
Community, Player Research & Game Design, Production
Forehead Chip
TBA
2D Narrative Platformer
Marketing & Communications
Queen of the Hill
2025
Singleplayer RTS
System/Game Design, Environmental Art
🏅 'Best Game'
Junkyard Inspector
2025
Workplace Simulation
Environmental Art, Game Design
REDUX Solutions
2025
FPS Puzzle Platformer
Level Design, Environmental Art
🏅 'Best in Art'
🏅 'People's Choice'
The Pond
2024
Multitasking Arcade Game
Game Design, Environmental Art
🏅 '3rd Place'
🏅 'People's Choice'
Dark Harvest
2023
Farming Action-Survival
Game Design, Art
🏅 '1st Place'
Family Fisticuffs
2022
One-Screen Arcade Game
Game Design, Art

Commercial Work

Commercial Proj.

Warframe

Community Developer | 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

Community Developer | 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 research, 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

Marketing Specialist | 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 onstagce/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

Queen of the Hill

System Designer & Environment Artist | Jam: LoJam 2025 | Time Frame: -6 days
Project Overview
As Queen ANT-oinette, wield your tiny but powerful battalion against the ravaging Beetles.

In this experimental RTS, build an expansive line network of ants, charge against the waves of enemies to their base, set up defence towers, adapt to emerging ground pitfalls, and scrutinize the system efficiency of your army.

Contributions
  • System Design: Pitched and designed core gameplay loop, designed game rules from initial idea/theme, and collaborated on logic and implementation.
  • Level Design: Iteratively designed the RTS arena based on playtest feedback and system balancing.
  • Art Direction: Led art direction and oversaw implementation, flourishes, and other effects with the team.
  • 2D Art: Handpainted/bashed textures and materials for all models, set dressings, light foliage, and character sprites.
  • 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: Co-piloted the project timeline, organization, and scope.
Technologies
Godot, Affinity Suite, Blender

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

All the Jobs Were Taken, So Now I Work as a Junkyard Inspector

Environmental Artist, Game Design | Alberta Game Jam 2025 | Time Frame: 48 hours
Project Overview
Work as an inspector at the Old Junkyard. Sigh... Your task is to approve or deny incoming junk parcels based on the yard’s rules.

You’ll need to use your ears to identify what’s really inside each parcel and listen for clues in the sounds. Approve the wrong shipment, and you’ll face the deadly consequences.

God, you wish you were unemployed.
Contributions
  • 2D Art: Handpainted materials and UV textures, created various assets, and co-implented UI elements and icons.
  • 3D Evironments: Modelled assets and set dressings for the game, blocked out the game scenes, and built/decorated all in game environments within a tight deadline.
  • Game Design: Pitched and co-designed core gameplay loop, designed game rules from initial idea/theme.
Technologies
Unity, Affinity Suite, Blender
Awards

Best Game of the Alberta Game Jam 2025 Calgary Division
Awarded by: Calgary Game Developers Association, Bow Valley College, Platform Calgary, Devolver Digital, Unity, Zugalu

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