Developed by EVENING STAR and published by PRIVATE DIVISION
Swing, zip, flip, and ride across the colorful world of Macaroon using your trusty Yo-Yo! Play with style and build your combo to unlock high scores, or race for the top of the leaderboard in Time Attack!
I prototyped core mechanics, wrote planning documentation, and designed levels as a Senior Game Designer.
Released in 2024 for PC, Nintendo Switch, PS5, and Xbox Series X|S
Migraciones
Developed by SWEAT
An interactive meditation on migration and the environment. Butterflies gather on a mesquite tree, and scatter if someone passes by. Migraciones invites gallery attendees to consider how movement is disruptive, beautiful, and natural
I constructed the scene and programmed the gameplay.
Featured in Tilt/West and exhibited at UTSA’s Deep Roots: An Intersection of Borders gallery.
Developed by SKYDANCE INTERACTIVE and published by SKYBOUND ENTERTAINMENT
Fight the undead and collect survival equipment as you explore a flooded New Orleans.
Released in 2020 for PSVR and Oculus (now Meta). Winner of Best VR/AR Game at The Game Awards 2020.
I prototyped environmental hazards and designed indoor and outdoor environments.
DEVELOPED AND PUBLISHED BY SKYDANCE INTERACTIVE
Return to the golden age of multiplayer in this irreverent rocket arena shooter!
Released in 2017 on Steam
I developed UX wireframes and implemented UI assets, scripted the tutorial, as well as designed single-player challenge levels.
DEVELOPED BY TEAM OK and PUBLISHED BY USC GAMES
Blend into your background, then sneak and slash your way to victory in this innovative multiplayer stealth brawler where the world and players are only two colors!
The original version of the game was developed as part of 2014’s “Dare To Be Digital” competition, and earned the team the BAFTA “Ones to Watch” Award in 2015. The retail version was released in 2016 for PS4 and on PC and Mac in 2017. It received nominations from the IGF and was featured at Indiecade.
I co-founded TEAM OK and led the design of this title, which involved planning out the UX and features, assembling many of the levels, and coordinating our team of 17 student developers to become the first university-published game on a console platform.