I loved working at Sony Santa Monica Studios, learning from the talented and humble people who made God of War!
Systems Design Intern
Implemented gameplay modules used in actual levels.
Implemented quests for internal playtesting.
Pitched ideas, approved for production.
Converted scripts from LUA to Visual Scripting.
Explore fears by diving into people’s psyche.
Learned how to pitch a game in 3 minutes to industry experts. After two rounds, Dreamwalker has successfully been greenlit. Currently working on this Capstone project!
Greenlit out of 24 solo pitches.
Guided overall creative direction.
Transverse through a beautiful origami world a friend.
I learned about the animation pipeline and the struggles of getting Unity's physics engine to feel right!
Stop motion animation.
Co-designed visuals and game.
Scripted player, physics and collision.
#design #code #animation
I am extremely fascinated by the possibilities of procedural generation! This is just one of my many experiments!
Scripted cellular automata procedural map generator.
Scripted dynamic runtime navigation meshes.
Designed and scripted multiple creep waves.
Relax in a soothing world of rainbow.
Even though I'm not a programmer, I wanted to learn how emulate physic forces using vector math. This is the first of many learning experiments on procedural generation.
Designed and implemented everything.
Programmed physics without a game engine.
#design #code #physics
Survive the brutal cat modeling industry. Made in 100h for ExtraCredits Game Jam 2019.
I love Game Jams because it really pushes me to scope well! Feature creep anyone? I love entering the hyper focus flow state and the challenge of a tight time frame.
Lead a team of four
Designed UI, art.
#design #code #UI
A hilarious "Machocore" game.
I wanted to see how far I could influence the player's actions by designing affordances.
Scripted the mines, damage, heal and respawn.
Designed forest levels.
Designed cut scene, dialouge.
#design #code #level
Spectators have as much fun as players!
I learned how to resolve 'floaty' jumps and the importance of legibility.
Scripted custom jump gravity.
Designed progression milestones for race events.
Designed in-game events, reward mechanisms.
Designed and balanced loot drops.
Designed tournament system.