













Chronomancer
Encounter/World Designer
Designed, developed and iterated on a first-person looter-shooter with encounters and puzzles at the forefront of the design with time mechanics as the backbone.
A project meant to mirror the popular design of difficult to solve/deeply narrative-driven puzzles alongside engaging and challenging single-player moment-to-moment first-person action.









What I Learned:
Some mechanics take longer than others. Having a solid base for what can and can't be done in the right amount of time is crucial to being feature complete and successful.
Having a strong vision and a good pipeline is the difference between being able to finish on time and not.









Solaris Rift
Game Director
Systems, Encounter,
and Narrative Design
For Solaris Rift, I was the initial Design Lead and creator of the card game that would go from physical to digital. I iterated on PVE encounters through playtesting extensively, changing mechanics, and modifying the overall direction of the game throughout the project, while also creatively managing a highly scoped project.
Now Available on Steam.








Black Salt
Narrative/Systems Designer
A narrative design project where I worldbuilt a dark fantasy pirate story to meld with tactical RPG gameplay first. This project then evolved into a traditional Tabeltop RPG book. I worked on the narrative and systems for each version of this project, from digital design to physical.












The Chronicles of the Silver Rider
A Lord of the Rings Narrative
Narrative/Quest Designer
I took a pre-existing IP and created the entire narrative for a third-person action game. I designed and iterated on characters, locations, story beats, quests, dialogue, and narrative systems like branching paths and dialogue choices while keeping within the
realm of the IP.











Merith: Ancients Awakening
Magic: the Gathering Custom Set
Systems/Narrative/
Worldbuilding Designer
I spent 6 months creating and testing a custom set focused on 3-color pairings. I also worldbuilt the plane and created a storyline to go along with it to mirror as best I could a standard Magic set release.
Through large amounts of iteration, I ended up with a full sized set that worked well with the standard environment of 2020 as well as having its own limited format identity.













What I Learned
I learned as I revisited this project, the value of being succinct and intentional, while also learning that following through with a design and being swift, yet complete, leads to elegance.



The Cursed Levendria
Level/Narrative Designer
A level design focusing on environmental storytelling to tell the story of a gothic town poisoned by some entity, with secrets and reveals hidden all throughout the town.








