The Harrowing Case of Harry the Headcrab is a Half-Life 2 level featuring carnival-style physics puzzles. The player must help the trapped Harry the Headcrab reach his destination, and the only way to do that is to solve four puzzles. Once Harry reaches his destination, the player is given a mystery reward.
The focus of this level was to create several physics puzzles with a unified theme. I wanted to create a level that was easy to play and communicated the objectives to the player in a largely visual manner.
Development Time: 4 weeks
Download: Level (1 mb), Level Design Document, Level Deconstruction Document
A Murder Mystery is a brief Neverwinter Nights module designed to convey a story, combat, and puzzles within a fifteen minute span. The player must investigate their own murder by exploring a nearby town and cave. Upon determining their fate, the player must get revenge by defeating their killer.
This level was intended to be a quick introduction to the NWN toolset. The scope of the module was kept small in order to make an experience that would show off the various aspects of NWN in a short period of time.
Development Time: 2 weeks
Download: Module (120kb)
The Dark Hour is a simple RPG programmed in the Lua scripting language. This was done as the final project in a programming course focused around Lua. We were given an unfinished game (LuaQuest) and assigned to fix and finish the coding for it. Some of the systems we had to design included:
- Simple, real-time combat
- Character Stats
- Shops
- Saving and Loading
For the final project, we were instructed to make our own version of the game with several new systems:
- New graphics/title
- A "luck" system, which I tied to a moon cycle/time system
- General gameplay balance
- One major new feature. For this, I chose to implement turn-based combat
Battle and Character graphics are taken from the Shin Megami Tensei series.
Development Time: 8 weeks
Download: TBA
This assignment tasked us with recreating the classic Quake deathmatch level DM17 in Unreal while also adding our own touches to it. I decided to revamp the visual style into a colorful, happy candlyland to contrast with UT3's usual violent action.
As a personal challenge I decided to create all the level's art assets myself, and to that end, I created nine meshes and three textures for use in the level. The result is an arena of chocolate bridges, cookie platforms, and gumdrop jump pads!
Development Time: 4 weeks
Download: Level (30 mb)





