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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
  • 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!

Kitty Casino

PLay Game

 Kitty Casino is a collection of interactive casino games connected by a central hub where the player can explore around, purchase new games in the "Story" mode of the game, or customize their cat with various pieces of apparel. 

  • Casual Casino Game
  • Team Size: 7
  • Role: Creative Director/Game Designer
  • Dev time: 3 months
  • Developed in Unity
  • Agile-style development cycle, 5 sprints.
  • First project developed for a mobile device (Android and PC).
  • Built and conceptualized various mini games contained within the game, each of which is presented to have its own look and feel.
  • Game pitch developed, in competition with several other game concepts for pick to be developed.
  • Consistent balancing decisions, developed a game to support the player in case they ran out of currency.
  • Game feel kept in touch throughout lighthearted themes and sounds, as well as a silly atmosphere to adhere to the target audience.
  • Ensured assets and ideas remained within the creative vision, and ensured feature implementations were feasible to prevent as many cuts as possible.
  • Level maps and GDD documentation updates for other segments of the team to be caught up in the game’s needs.
  • Built upon engine, teamwork, documentation, multiplatform, audience recognition, game pitching, leadership and time management skills.

Documentation

Final Game Shots

Below are finalized images of the game to display how it capture the feel our team achieved. Click the thumbnails to scroll through images.

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