Featured Work

Bloodrites

Overview:

This is a blockout I created for a Level Design Bootcamp taught by Game Design Skills. I used this as an exercise in creating a medium-scale RPG dungeon using best production practices, under the mentorship of three level designers Nathan Kellman (Diablo 4), Brandon Dolinksi (Mass Effect: Andromeda), and Jordan McMorris (Elements). I documented my entire development process in the link above!

Design Notes:

This project is inspired by The Witcher 3, Bloodborne, and Silent Hill 2. My goal was to create an ARPG dungeon with horror elements to create an experience that feels like a blend between a traditional RPG and a Survival Horror. This blockout has 4 distinct environments that blend seemlessly into each other and feel like one connected world.

Game Jams

Luminbear

Contributions:

  • Created a flow diagram to communicate the pacing and narrative beats of our game.
  • Created and iterated on a level block out based on both internal and external player feedback.
  • Designed all of the puzzles in game.
  • Took visual design direction from our artist and translated that into fully playable levels with a cohesive art direction.
  • Prototyped our camera system and puzzle mechanics using Blueprints, which were then handed off to other team members to polish.
  • Adjusted scope of work while meeting project goals to accommodate team members’ time constraints.
  • Lead all team meeetings, aligned team members on the project vision, and conducted a project post-mortem.

 

Design Notes:

This game is inspired by Little Nightmares, A Link Between Worlds, and Ico. Throughout the design process, I created unique interactions with simple mechanics to reinforced the visual identity of each environment. I paced the puzzles to slowly teach and recontextualize how mechanics could be used to create engaging challenges. 

Clocktergeist

Contributions:

  • Created encounter documentation to communicate boss mechanics to our programming and art teams.
  • Created all level block outs with both player movement mechanics and aesthetics in mind.
  • Lead playtesting efforts. Worked with our programmers to balance encounters based on playtest feedback.
  • Lead all team meetings, broke down team member goals into manageable tasks, conducted a team post-mortem.

 

Design Notes:

This game was created for and won Best Art Direction in the Boss Rush Jam 2025. I worked closely with our artists, animators, and programmers to create a cohesive experience centered on our game’s movement mechanics. I wanted to create boss arenas that highlighted specific mechanics, flowed well, and also wowed players as they approached them. I took inspiration from brutalist architecture and combined it with a steampunk aesthetic to make an otherwordly clocktower.

Glyphweaver

Contributions:

  • Created level design documentation to provide a high level view of the game flow, features needed, and assets needed for our team.
  • Created all level block outs with a focus on player flow, sight lines, and environmental storytelling.
  • Lead playtesting efforts. Worked with our programmers to balance encounters based on playtest feedback.
  • Created and managed all team milestones.

 

Design Notes:

This was my first project as a Level Designer working with a team of artists, programmers, and sound designers. I used DOOM (2016) and Skyrim as references while creating this game because I love how the arenas incentivize “push forward” combat. Since we did not work with a writer on this project, I wanted players to piece together what happened here via its environmental storytelling.