top of page
League of Legends
LoLBG.jpg

League of Legends

Highly Rated MOBA Focusing on Esports and Competition

Game Designer I - Moments Team (Metagames)

Tournament of Souls: Crafted a new era of metagame for League in-game events using Unity and collaborating with multiple disciplines. My focus area was gameplay and combat mechanics for the Soul Fighter thematic, specifically enemy design and implementation.

Unannounced Project: Prototyped a new metagame for 2024 focusing on gameplay design. Iceboxed it for the future and started paper designing puzzles for the other prototype that was selected for our 2024 event.

3-Month Internship As a Champion Designer

Maokai Adjustments: Revamp older champion Maokai to make some of his spells feel better and shift him back into his Top/Jungle roles without sacrificing his current AP support audience. 

Naafiri DNA: Help build out a new champion kit (Naafiri), specifically working on her wave clear ability.

Hogwarts Legacy
HLBG.jpg

Hogwarts Legacy

AAA third-person open-world ARPG based on the Harry Potter IP.

10-Month Contractor as a Mission Designer

Crafted mission storylines utilizing flowcharts and collaboration with writers.

Set up narrative beats and objective logging for a better player experience.

Utilized proprietary backend systems for NPC scheduling, Mission Management, and more.

Built global gameplay objects to be used in multiple areas of the game.

Sword of Atlas
SoABG.jpg

Sword of Atlas

Mixing real-time action with ATB turn-based combat in a JRPG narrative.

Lead Level Designer

Set up combat encounters and narrative deliveries within levels.

Led two other level designers to create workable spaces for narrative delivery and combat space.

Enemy Designer

Designed and engineered all enemy types, abilities, and AI.

Crafted a two-phase final boss fight pushing the bounds of mixing these two genres.

Tube Tussle
Hero Graphic.jpg

Tube Tussle

Prove your pool party prowess with this family-friendly battle royale.

Gameplay/Level Designer

Drafted, blocked out, and implemented levels focusing on competitive player strategy and unique verticality.

Designed and balanced player actions and environmental obstacles.

Lead Producer

3-week sprint to revisit previous prototype and iterate into Unreal Engine 4. Co-Producer over a team of 11. Focused technical producer and Jira management.

reignposter JUST ART.png

Hell To Raze

Isometric hack and slash game that focuses on a grapple for navigation and combat.

Level Designer

Drafted, blocked out, and implemented 4 levels and 3 boss arenas. Focusing on core grapple mechanic to create dynamic combat areas and map navigation.

Combat Designer

Combo, ability, leveling system, boss, and enemy design.

Producer

Solo producer over a team of 14. Task management and presenting every 2-week sprint reviews.

Hell To Raze
HighresScreenshot00001.png

Burning Trees

2-week solo project to create a fan-made level within Ratchet and Clank.

Level Design

Researched and broke down what makes a fun RC level, utilizing landscape and geometry brushes in UE4.

Gameplay Design

Crafted navigational mechanics, hud elements, and environmental blueprints to bring out the fun within the level.

Burning Trees
bottom of page