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MY PORTFOLIO

INDUSTRY WORK

LEVEL DESIGN | MISSION DESIGN | TECHNICAL ART

ALPHA RESPONSE

Level Designer (Core Development Team)​
  • Designed missions in an open world environment​
  • Responsible for placing mission specific actors to guide gameplay throughout the world
  • Designed building interiors for missions - paper design, grey-boxed, modelled, and textured
  • Maintained and iterated on each assigned area to completion

PERSONAL DEVELOPMENT

TECHNICAL DESIGN | LEVEL DESIGN | UI/UX
3D/2D ART | ANIMATION | BLUEPRINTS | C++
I am an Unreal Engine geek to say the least, in my time developing games I started as an artist, not thinking I would do anything more than be a Level Designer at best. To now be completely programming, designing, and publishing my own game, I am more than happy I started my journey into making games 6 years ago.

From Alpha Response as Environment Artist / Mission Designer, to Green Hawk Platoon as the Technical Level Designer, and now looking to see where my journey takes me as I complete Code-Black for its Early Access release in April. I have loved every minute of it.

During this journey with Unreal Engine, I have become quite experienced with anything it tends to throw at me, and I enjoy the challenge. Converting my knowledge from Sub-Level workflows, to use World Partition, Packed Level Actors, Level Instances, Data Layers, Nanite, Lumen, etc. Building large environments using all these new features. Even down to creating nearly every animation for Code-Black directly in engine using the Level Sequencer and Control Rig.

On-top of Unreal Engine I am also pretty experienced in Maya, Substance Painter, Photoshop, and I dabble in Zbrush when I can, but am no Michelangelo. So, part of my work also contains some art, I feel like designing things in any practice requires multiple skill sets. Especially when trying to make games on my own. In short I try to know a little bit about everything, and a lot about something.

While working and trying to solo-develop my own games, I also create Youtube tutorials for game development, mainly focused around anything Unreal Engine and Game Design in general.

REFRACTURE - VFS

Project Manager / Level Designer / UI Programmer
  • Handled task management and scheduling
  • Created concepts and documentation for:
    • Original game concept
    • Game Design Document
    • Level Design Documents
    • Media Design Document
    • Business Plans
    • Pitch Decks
  • Designed and iterated on level - paper design, grey-boxing, modelling, and texturing to completion​
  • Designed and scripted user interface using Unreal UMG
  • Scriped (blueprint) tools to speed up level design and art pipelines
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