
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
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
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
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.

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.

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.