I believe that above all else, games must entertain our players, keeping them engaged with our team past the game. I design with the idea of an assignment, games exist for the audience and not myself. My process centers on the idea of "push and pull", the right kind of risk to create a rewarding gameplay loop. My personal tastes lie in horror and high skill ceiling games, because the tension itself is the fun. Where else does fear bloom joy?
But first, why not take a look at some of my recent projects?
Primal Edge is a UE5 action game concept developed as my Senior Project at CSU East Bay, existing as a 5-10~ minute level vertical slice. The core loop design defines itself around making your way into to begin combos, with two distinct ‘states’ to combat as you hit or whiff attacks. This forms the basis of its core risk/reward loop, seeing players transition from careful strategizing to ruthless payoff in combo chaining.
Learn MoreProject RAILGUN was a UE5 project developed during my study at Cal State East Bay, in collaboration alongside Katelyn Ang, Emmet Beebe Foley, and Yuhtoku Fujikake. It is a short game concept that was conceived to focus upon high speed movement, combined alongside a signature 'Railgun' that one-hit kills any enemy to define the experience loop.
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Lich's Ascension is a short game project created in collaboration with Alan Garcia, developed during my studies at Cal State East Bay. The project drives its primary risk/reward loop through a system of randomized ‘spell cards’, pushing the player to carefully manage their options as they fight a 'adventuring party' outnumbered.
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