A game design experiment based in Source, Reverie takes a new approach to environmental storytelling. Players take the role of a coma victim who must traverse their own subconscious to uncover their identity, their life, and ultimately, the traumatizing event that caused the coma.
The game is roughly twenty chapters long. A typical chapter in Reverie is 10-15 minutes of gameplay and is created in four months. Currently there are two chapters completed.
Reverie requires Half Life Episode 1 and Episode 2 to play.
Download Video Walkthrough (160 mb)
This house is a study on game to player communication through level design using Half Life 2. This short playable map demonstrates my passion for visual communication with several examples.
Initially an independent project, MP_Capitol is a Gears of War multiplayer map. Based on a simple a-symmetrical design, Capitol focuses on an intimate stand off between an attacking team and a defending team. The development time for this map was two months.
While my primary interests are centered on level design, I also enjoy texture and model creation. I believe gameplay is always the most important part of a map, however material creation, in engines like Source and Unreal 3, is vital in creating realistic and believable environments.
A scripted mini-game in Radiant, Zombie Burger Tapper places players in a race against time to fend off the increasing horde of zombies spawning from the blackness of Doom 3. While taking it's inspiration from Root Beer Tapper, Zombie Burger Tapper is a points based arcade style game. Players rush between three Hamburger Cannons to shoot high cholesterol into the approaching zombies. The development time for this project was five days.






