Positions: Producer, LEVEL DESIGNER
Team Size: 31
Dev Time: 9 Months
engine: unreal 5
platform: pc, steam deck
published 2024
Syke is a 3D Escher-inspired non-linear puzzle game. This was my capstone project at the University of Utah, and my most substantial project to date. It has over 30,000 downloads on Steam and maintains a "very positive" rating. I was a central part of the team, contributing heavily to the identity of the game from prototype to release.
Positions: Director, Engineer
Team Size: 8
Dev Time: 4 Months
engine: Unity
platform: mobile
Published 2022
Theatour is a location-based augmented reality educational game, produced on an extremely short timeline. It provides a gamified tour of a portion of the University of Utah campus. I was the vision holder and principal engineer for the team. With the help of a Unity plugin, I implemented our location-based movement system and ensured offline functionality.
Skateboard Ninja is a 2.5D ukiyo-e inspired momentum platformer. This game was made by an entirely remote team, and as producer, I took responsibility for task management with HacknPlan and version control with P4V. Rather than a building from a singular pitch, Skateboard Ninja was the synthesis of several pitches, which sharply improved buy-in on the team.
One-page documents are my preferred method of communicating complex ideas. The above are examples from some of my other projects - Press_Space was a single-input game jam game, "The School" is one of three levels in Syke, and Delver was a project for a design class. I've produced similar handouts for most of the games I've worked on.
Although it isn't my focus, VFX and shaders a bit of a hobby for me, and I always try to fit it into my projects. On the left is a kitbashed display for my hologram shader, complete with complexity view, and on the right is an experiment with vertex offsets for a magic slashing animation.