Project Portfolio
Professional Shipped Titles
Onward
As my time as level designer at Downpour I did a lot of work optimizing Quest/Mobile levels with critical performance needs, as well as blocking out and prototyping new map concepts. As a game designer, I fulfilled many duties and designed and prototyped new ideas that fit with the vision of a long standing game to address critical player feedback. I also played a big role in bringing new weapons into the game from conception to final tweaking. For: Downpour Interactive Roles: Level Designer & Game Designer Date: July 2020 (and ongoing) |
Borderlands 3
I worked on around a dozen different maps in various stages of their development for 3 years but was most focused on designing The Pyre of Stars, the final main linear map of the game, from initial layout layout all the way up to final combat passes, as well as many of the Trial maps and Slaughter maps which are combat heavy rerunnable maps. For: Gearbox Software Roles: Level Designer Date: September 2019 |
Battleborn
During my contract at Gearbox Software I worked on on multiple map and game ideas for Battleborn post release, eventually leading to the release of Rocket Brawl, a unique game mode and level event in Battleborn that showcased the unique game mechanics of one of the characters. For: Gearbox Software Roles: Level Designer Date: July 2017 |
Modding Projects
Blade & Sorcery Weapon Modding
For Blade & Sorcery, I have created over 400 weapons usable in the game. And despite such a high number of weapons I have put a heavy focus on quality for each weapon, designing my own damage and handling properties not present in the game, and designing a lot of wholly new concepts for weaponry that the SDK was not necessarily built for. I have stuck with these mods for years and improved on them over time, creating my own gold standard for new content to reach in these mods. While a few models were created by me, many of them were sourced from other websites, and I worked with many community members who made custom models for these mods, taking their ideas to incorporate into the mods as well as guiding them and giving feedback to get best results. With these mods I have maintained a strong focus on their identity, creating a recognizable IP of my own in a sense, despite sourcing many models externally. And while some of these mods and weapons deviate from the themes present in Blade & Sorcery, they were designed in a way to respect the original themes of the game. As a bonus, YouTubers showcasing and using my mods have collectively amassed millions of views and Forbes and PC Gamer both wrote an article about my mods. |
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