I’m a creative game designer with a passion for interactive experiences. I specialize in Unreal Engine, level design, and gameplay systems, collaborating with teams to ship engaging mechanics.
I’m skilled at problem solving, 3D environment blocking, asset integration, and iteration through playtests, eager to contribute to a dynamic development team.
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- Teleporter Added: I added a teleporter that takes the player to another location.
- Checkpoints Added: I added checkpoints on my own after I finished the class later on because when my teacher play tested my final version of the level, he recommended me to add checkpoints so that players won’t suffer on the level.
- Health Bar Decrease: I managed to make the enemy damage decrease the player health bar.
- Enemy Moves While Dead: When I defeat an enemy, they do play a death animation, but they still somehow move towards the player until they disappear.
- Coins Unnecessary: The coins didn’t really do anything that they felt unnecessary to add.
- Power Up Player Change: While the player can collect the power up and perform it, I should’ve changed the player’s look to make it feel like they got the power up.
In Game Systems Integration, I was tasked to either make a new project or continue using a previous one for improvements. So I decided to continue using the Astro Bot prototype level to add improvements and new things to it. Right now, I’m gonna talk about what went right and wrong during this project.
Link to Gameplay Video:
What Went Right:
What Went Wrong:
In Conclusion, I’m glad I was able to make improvements and add new features, as this is what developers do when they learn from each project. Moving forward, we’ll take these lessons and continue improving our game design skills and experience.
Role: Level Designer
Trailer:
In Spell Slingers, it was a group project from the Project & Portfolio VI class. The project was a first person shooter game set in a western land. My teams picked their roles on this project as I chose to design the level, while others chose to be a system designer, artist, and more. Right now, I’m gonna talk about what went right and wrong in this project.
What Went Right:
Designing Buildings: The western buildings I designed impressed my teams when I block meshed the buildings.
Teamwork: The project would have not been the same if it was a solo project because in the end, even I was blown away with its final version.
Choosing the Genre: I had the idea of making a first person shooter, and the team liked and decided to go with it.
What Went Wrong:
Different Thought: I originally thought we were gonna make like a linear first person shooter game, so I had made other buildings outside of the gameplay area.
Missing Haunted Trees: We also wanted to make a dark fantasy western shooter, so I wanted to include haunted trees in the background, but we didn’t end up doing so.
In-completed Tasks: I couldn’t finish some of the tasks that I had assigned to myself while doing this project.
In Conclusion, I am honored to have been involved on a teamwork project. This one worked out very well despite some of it’s flaws. And in the end, I am still impressed with how different it is to work individually and as a team.
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