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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!

Selum's Oversight

The town's vanished, and for some reason there are coffins laying around casually. A statue atop a mountain looms over the town, as it defends the graveyard on the flat top of the cliff. This world implies a correlation between the two, but the forest makes the path between the two major areas more complicated to traverse.

  • World Design Level Demonstration (Not Playable)
  • Individual Project
  • Dev time: 1 week
  • Developed in Unity
  • Worked with Unity's terrain tool to quickly create an engaging surrounding environment.
  • Worked with various asset kits to create unique distinctions and variations to make all houses and "fence" graveyard pieces look and feel unique. 
  • Worked on world feel through world lighting and well placed fog, while also using an effective skybox and sun. Individual lights creates atmosphere in smaller areas. Lighting evokes a coke, chilly environment reflective of the grave setting.
  • Set dressing with attention to detail to create environmental storytelling using model kits than can be broken down into minor details.
  • Built upon engine, level, environment, terrain, asset management, and lighting skills.

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Pharaoh's Tomb

Play Level

Pharaoh's Tomb puts you in the middle of the sweltering desert, on the hunt for a lost Pharaoh's statue. Claim the Pharaoh's keys to get closer to the statue, and use your magnet to reach any heights normally unreachable! Experience the heat waves of the desert.

  • Puzzle Level Demonstration Game
  • Individual Project
  • Dev time: 2 weeks
  • First project developed in Unreal Engine 5
  • Worked with blueprinting in order to create generic mechanics from the ground up, as well as a Key/Door system, and an object carry system.
  • Developed level maps at different stages of progress.
  • Worked on game feel through world/point lighting, post-processing and visual effects through a heat wave to emulate the desert settings.
  • Set dressing with minor details to create environmental storytelling using props and decals.
  • Built upon engine, level, gameplay, mapping, visual scripting, and lighting skills.

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