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    • Projects
      • Titanfall 2 Level Concept
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      • INTERWEAVER
      • FROSTFIRE SERPENT
      • SmackRider
      • Kitty Casino
      • Level Projects
      • ataria
      • The Reaper's Rooms
      • Gauntlet Pandemic
      • Death's Alcove
    • About Me
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  • Home
  • Projects
    • Titanfall 2 Level Concept
    • Bas Gravicore
    • INTERWEAVER
    • FROSTFIRE SERPENT
    • SmackRider
    • Kitty Casino
    • Level Projects
    • ataria
    • The Reaper's Rooms
    • Gauntlet Pandemic
    • Death's Alcove
  • About Me
  • Contact

Take Your Train Ticket and Stop in one of the Portfolio Stations above

Take Your Train Ticket and Stop in one of the Portfolio Stations aboveTake Your Train Ticket and Stop in one of the Portfolio Stations aboveTake Your Train Ticket and Stop in one of the Portfolio Stations aboveTake Your Train Ticket and Stop in one of the Portfolio Stations above

Click through the thumbnails below  to get a visual on the project and look below for details and videos for it. You can also click the button below to play all games I've been involved with on itch.io!

Play the Games!

INTERWEAVER

PLay Game

Interweaver takes place in a world filled with various magical properties. We take perspective of the "Weaver", a student seeking to graduate from the renowned Sepultus Academy, the most well-known necromancy school. The Weaver must use her abilities to clear their paths across various landscapes, and utilize the environment's tools to her advantage. She is tasked with claiming the soul of familiar as her own, but the Weaver's natures only wishes to guide these familiars to peace. Jump, dash, swap, and weave into Interweaver, and show your skills to the school's Headmaster!

  • Puzzle/Platformer Narrative-Focused Game
  • Team Size: 14
  • Role: Game / Narrative Designer
  • Dev time: 8 months
  • Developed in Unity
  • Officially shipped on Steam
  • Agile-style development cycle.
  • Contributed to building and conceptualizing all core game mechanics, themes, and design fundamentals. Worked on several level maps, level/puzzle layouts and beats, white boxing and set dressing.
  • Contributed to most narrative decisions and beats, cutscene beats, dialogue charts, and voice lines.
  • Involved in initial pitch process, gained top voted spot when put up against 15 other game pitches.
  • Consistent inner and broader team communication, daily scrums and frequent meetings for making design decisions.
  • Consistently updated required documents when design decisions were made. Contributed to GDD, LDDs, Narrative Outline docs, and Figma diagrams.
  • Built upon engine, teamwork, documentation, level design, white boxing, audience recognition, game pitching and time management skills.

Documentation

Initial Concept Pitch

I helped work on the initial concept pitch by contributing to most of the ideation of game mechanics, narrative, and overall aesthetic that would go on to be preserved in the final product.. I designed initial concept titles and worked on putting together the pitch deck and presented the video with my voice. Click the arrows to scroll through images.

    Map Design

    I worked on maps for all three levels in the game + the hub environment and continually iterated on and updated any outdated maps as changes were made in every sprint. I also iterated on my map designs to make them clearer for other designers as time would go on and to ensure the maps were as accurate as possible. Click the arrows to scroll through images.

      Design Concept Sketches + Diagrams + Documentation

      Created many diagrams and sketches usually for the purposes of design meetings with Figma and/or Photoshop to be able to communicate ideas clearly to other team members and for documentation purposes. I also constantly contributed to updating the GDD and LDDs whenever these discussions were completed so that members on other parts of the team could have updated information to reference when developing mechanics or creating models. Found ways to cross ideation walls to maximize efficiency and continue on to other work. Click the arrows to scroll through images.

        Whiteboxing + Level Design

        Once documentation was updated at various points and meetings had defined what level mechanics were going to be in place, I worked on creating several level whiteboxes using the ideas from the meetings that the design team decided were best and more engaging for the player. Worked to make sure that the puzzles were appropriate for the stage of the game based on the intensity graph, where early levels are meant to be somewhat easier than later ones. As part of this, I also worked on several paper prototypes in engine for puzzle ideation with the design team and to support level design efforts. Click the arrows to scroll through images.

          Narrative Design

          As part of the narrative team, I attended all narrative meetings to define the world lore and individual level narratives on top of the broad story. 


          I merged my skills between both narrative and game design by writing and incorporating the lost souls (lore bits that can be found in secret spots in the levels) into each of the levels and outlining the dialogue for them in documentation. I also continually updated various level narratives written in the team documents whenever meetings presented necessary changes. 


          Voiced the narrator and characters in the game's cutscenes. Click the arrows to scroll through images.

            Polished World Shots (Set Dressing)

            Below are finalized images that capture the environment feel I helped create to immerse the user into the magical world of necromancy in Interweaver. I worked on set dressing for two of the levels found in game and designed the entire visual of the hub level.

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