Game: Half-Life 2: Episode 2
Description:
My focus with "Rodeo," was using script to create unique gameplay in a small space. The premise is lighthearted, but it gave me license to really push myself and create something outside the scope of the original game.
Role: Level Designer
Tasks:
Created entirely new gameplay including:
- A "lasso" system utilizing the crossbow and rope actor
- A "bull" scripted to interact with physics objects in the ring
- A (rudimentary) scorekeeping system
Team Size: Individual Project
Development Time: 4 weeks
Game: Gears of War
Description: Sympathy for the Devil
Sympathy for the Devil was a personal project where I focused on enemy flow and combat tactics. I wanted to make a single player map that led the player, while allowing them meaningful choices.
Role: Level Designer
Tasks:
My goals for the project required several things:
- Encouraging exploration early
- Dropping hints through item placement and environmental cues
- Designing a combat space with two viable strategies
Team Size: Individual Project
Development Time: 8 weeks
Game: Lua Quest (Modification)
Description:
"Mage Montage!" was a three week individual project in my programming class. This was our final assignment, and I wanted to try my hand at an old-school arcade feel. "Mage Montage" was the result. The rules are simple, the game is hard, and it's not over until you die!
Role: Game Designer
Tasks:
Re-creating the feel of my childhood games required:
- New Game Loop
- Custom collision code
- Skill-based scoring system
- Item drops based on kill chains
- Randomized environments
Team Size: Individual Project
Development Time: 3 weeks




