Below is a collection of titles I have worked on:


Game Designer and Team Lead

Game Designer and Team Lead

Kori & Kasai was the third project I worked on at Ultra Creative Games. It is a 2.5-D Brawler in the vain of Final Fight or Double Dragon but modified to appeal to kids aged 4-6, where the player as Super-Powered siblings Kori and & Kasai use their Ice and Fire powers to fights off a Ghost infestation in their village. The game featured a large over-world with 20 stages where the player fights through waves of 4 different types of Ghosts and two types of Bosses. Since the game is designed for young children we wanted to emphasize regular minor rewards by providing the player with a periodic opportunity to clears the screen of all enemies by steering a large “Kamehameha” style beam attack.

On top of my duties as the game’s only designer I also acted as the team lead coordinating duties with a 3D Artist to build out the visuals of the game, a Gameplay Programmer that also focused on Tools Programming, and an Audio Collaborator. Kori & Kasai’s IP and all associated rights are owned entirely by Ultra Creative Games and its associated partners. Unfortunately the Beam you see periodically was experiencing a bug at the time of the studios closure, it should be killing all the ghosts that it touches. I hope to fix this and re-post this video in the future.

Kori & Kasai was constructed in Unity 2017


Game Designer and Team Lead

Game Designer and Team Lead

3 2 1 Go! was the second project I worked on at Ultra Creative Games. It is a lane based endless runner presented as a racing game for kids where the player races against AI cars to get to the front of the pack by switching lanes to collect boost and knock enemies off the track. The game featured 20 track set in two environments (Mountain Pass, and Outer-space), and a loose customization system where the players cars appearance randomizes when they hit a pick-up (this effects the cars body, paint, hat, trail light, and trail particles). Since the game is designed for young children we wanted to emphasize regular minor rewards by providing the player with a large amount of boost every time they pass through in game Checkpoints.

On top of my duties as the game’s only designer I also acted as the team lead coordinating duties with a 3D Artist to build out the visuals of the game, a Gameplay Programmer that also focused on Tools Programming, and an Audio Collaborator. 3 2 1 Go!’s IP and all associated rights are owned entirely by Ultra Creative Games and its associated partners. Unfortunately the game was experiencing some visual and level transition bugs at the time of the studio's closure. I hope to be able to fix this and re-post the video in the future.

3 2 1 Go! was constructed in Unity 2017


Game Designer, Programmer, and Team Lead

Game Designer, Programmer, and Team Lead

Relic Ranger was the first project I worked on at Ultra Creative Games. It is an isometric stealth-adventure game for kids where the player as Kara navigates a Mesopotamian labyrinth stealing treasures, collecting keys, and avoiding the Guards and Shaman that haunt the ruin. They accomplish this by sneaking around to collect keys and treasures while trying to avoid the guards line of sight, and escaping the Shaman that randomly appears to chase them.

On top of my duties as the game’s only designer I also operated as the primary programmer for the project, and acted as the team lead coordinating duties with a 3D Artist to build out the visuals of the game, another programmer to help with optimization and back end architecture, and an Audio Collaborator. Relic Rangers IP and all associated rights are owned entirely by Ultra Creative Games and its associated partners.

Relic Ranger was constructed in Unity 2018


Game Designer & Project Manager

Game Designer & Project Manager

Kinetic was my final project from my year at VFS. It is a third person action-adventure game where the player as Kent Edwards a futuristic maintenance worker is tasked with saving his Industrial Space Station from an alien threat. They accomplish this by manipulating Kinetic Energy in their environment to traverse the world and fight their enemies, and return the Space Station to its former glory.

As the Project Manager for Kinetic I was responsible for keeping five developers and six external collaborators on task over a period of five months. My role as Game Designer for Kinetic mainly entailed Conceptualization and Documentation in Pre-Production and doing all the Level Design in the game as well as working on player feedback over the course of Production.

Check it out on the VFS Arcade Here

Kinetic was constructed in Unity 4.3


Level Designer & Project Manager

Level Designer & Project Manager

Project S.L.I.M.E. was my flash game from my year at VFS. It is a two-dimensional platformer where the player as a sentient Slimeball that must find his way out of a series of mazes by ziplining to various surfaces, navigating obstacles, and evading environmental hazards.

As the Project Manager I was responsible for keeping four developers on task over a period of four months. My role as Level Designer entailed generating a level creation system in photoshop to import into flash to create an efficient pipeline for gameplay construction, and then playtesting the game thoroughly so the levels all played as intended.

Check it out on the VFS Arcade Here

Project S.L.I.M.E. was constructed in Flash CS6