“Rings of Hell”

“Rings of Hell” is a Turn-Based RPG about rivalries, friendship, forgiveness, and most important of all - wrestling. Take control of famous wrestling partners-turned-enemies Red and Blue in a series of tornado matches as they fight their way through Wrestle Hell on their quest to become champions of the underworld.

As Design Lead I was responsible for the creative vision of the game, communicating with different department leads, and leading a team of six designers through the course of the project.

Other responsibilities as Design Lead included curating brainstorming sessions, allocating tasks using Jira, and adjusting design elements when deemed necessary by feedback provided from playtesting.

I also lead a small group of sound designers in creating the OST for the game.

Role: Design Lead

Platforms: PC

Release Date: August 4, 2021

Official Steam Page: Click Here

The official trailer for Rings of Hell

“Locus Flux”

“Locus Flux” is  a fast paced, twin-stick on-rail shooter. Get to the end of each level by dodging and weaving between buildings, billboards, traffic and bullets, as you fly through a cyberpunk city with the assistance of your Locus Flux, a unique ability that allows you to slow down time while in flight. 

As the creative director I helmed the creation of the Game Design Document, curated brainstorming sessions, and communicated with the other team leads to ensure the creative vision of the project. As a Level Designer I was responsible for the layout, enemy placement, whiteboxing, and putting final art assets into the second level.

Role: Creative Director and Level Designer

Platforms: PC

Release Date: June 28, 2018

Official itch.io Page: Click Here

The marketing trailer for Locus Flux

“Final Contingency”

In “Final Contingency” play as a mechanic who’s job is to support and repair a giant mech so it can protect earth from an alien colossus.

As the producer I was responsible for making sure that the team met all milestones and deadlines. As a programmer I programmed the gravity boots, the enemy targeting, and the enemy spawning. This was a school project made in eight weeks by a six person team.

Role: Producer and Programmer

Platforms: PC

Release Date: August 21, 2017

Official itch.io Page: Click Here

The gameplay trailer for Final Contingency

“A Thousand Words”

“A Thousand Words” is a narrative adventure prototype where the player relives the moments that lead to their demise by interacting with different minigames found within pictures placed at their funeral.

As the producer I was responsible for making sure that the team met all milestones and deadlines as well as heading brainstorming sessions. As a programmer I programmed the functionality and UI for the second picture’s minigame.

Role: Producer and Programmer

Platforms: PC

Release Date: November 2020

A Gameplay video for A Thousand Words