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RadRiverRun (Xbox 360)

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As the Lead Designer and Lead Developer for RadRiverRun, I was responsible for design, programming, lighting and water effects, multiplayer development and performance testing, dynamic level content, and updates based on player feedback.

 

I also produced and managed our small team that included a concept artist, environment artist and modeler, and an audio artist. It was my very first console game to be released and I learned a lot from it.

Projects Gallery

This gallery contains some examples of my design and development projects.
Ant Mission (Xbox 360)

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As the Lead Developer and Producer, I was responsible for programming the core game engine along with all in-game features, designing and programming the menu system, while also offering design feedback to improve game quality, testing and receiving player feedback, and updating the game based on that feedback.

 

This was my second game released for the Xbox 360 console and had some upgraded features and a more consistent design throughout the entire game than my first title.

Power Station
(UDK Prototype)

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This is the final turn-in for my Prototyping 2 team-based class. While each of us on the team had specific roles to manage (I was the Documentation Lead and Chief Investigator) we all worked on specific level parts. Including designing and building in UDK our own level sections.

 

I helped with the design and programming of various mechanics, along with creating the section that includes the cinematic opening.

Swamped (UDK Level)

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This is the final turn-in for my Level Design 2 team-based class. I was the team leader, guiding us through from conception to completion of our level.

 

I also worked on the original background research, designing the mechanics for the level, creating and updating our level design document, adjusting lighting effects and fog, adding ambient audio, creating voice-over dialog, and editing levels for continuity and flow.

Whirling Leaves
(Cascade Visual Effect)

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This is a particle system visual effect I created in UDK using Cascade for an Aesthetics and Immersion course.

Boiling Bubbles
(Cascade Visual Effect)

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This is a particle system visual effect I created in UDK using Cascade for an Aesthetics and Immersion course.

Rolling Rock
(Cascade Visual Effect)

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This is a particle system visual effect I created in UDK using Cascade for an Aesthetics and Immersion course.

Perlenspiel Projects

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This is a series of screenshots from some of my various Perlenspiel projects, programmed in JavaScript using the Perlenspiel gameclavier, a software instrument for studying and composing digital games.

 

Playable versions of all of these projects will be made available as soon as possible.

(Indie Games No Longer Available on Xbox)

(Indie Games No Longer Available on Xbox)

Click Image to Download Playable Prototype

Click Image to Download Playable Prototype

Click PDF to Download Level Design Doc

Click Image to Download Playable EXE Build

Quantum Jumper
(UDK Final Project)

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This is the final turn-in for my Final Project team-based series of courses for my Game Design Bachelor of Science degree program. My responsibilities included most of the programming, doing level design, optimizing level/play flow, playtesting, creating EXE builds using Unreal FrontEnd, updating documentation and task lists, creating some particle effects, cinematics and more.

 

 

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