Austin, Texas, United States
Technical Designer at Owlchemy Labs. My work intersects gameplay, storytelling, and implementation. Being a designer-engineer hybrid allows me to develop highly technical systems with an eye for refining the small details that breathe life and passion into my games.
𝘚𝘶𝘱𝘦𝘳 𝘜𝘱𝘣𝘦𝘢𝘵 | Team of 8+ | Unity 𝘚𝘱𝘦𝘢𝘳𝘩𝘦𝘢𝘥𝘦𝘥 𝘥𝘦𝘷𝘦𝘭𝘰𝘱𝘮𝘦𝘯𝘵 𝘰𝘧 𝘦𝘷𝘦𝘯𝘵 𝘴𝘺𝘴𝘵𝘦𝘮 𝘵𝘰𝘰𝘭𝘴 𝘢𝘯𝘥 𝘣𝘶𝘪𝘭𝘵 𝘴𝘦𝘷𝘦𝘳𝘢𝘭 𝘭𝘦𝘷𝘦𝘭𝘴 𝘧𝘰𝘳 𝘚𝘶𝘱𝘦𝘳 𝘜𝘱𝘣𝘦𝘢𝘵. 𝘕𝘰𝘯-𝘭𝘪𝘯𝘦𝘢𝘳 𝘯𝘢𝘳𝘳𝘢𝘵𝘪𝘷𝘦 𝘦𝘹𝘱𝘦𝘳𝘪𝘦𝘯𝘤𝘦. 𝘗𝘢𝘳𝘵-𝘵𝘪𝘮𝘦 𝘤𝘰𝘯𝘵𝘳𝘢𝘤𝘵. ‣ 𝗗𝗲𝘃𝗲𝗹𝗼𝗽𝗲𝗱 𝗲𝘃𝗲𝗻𝘁 𝘀𝘆𝘀𝘁𝗲𝗺 𝘁𝗼𝗼𝗹𝘀 𝗶𝗻 𝗨𝗻𝗶𝘁𝘆 to 𝗮𝗰𝗰𝗲𝗹𝗲𝗿𝗮𝘁𝗲 𝗶𝗺𝗽𝗹𝗲𝗺𝗲𝗻𝘁𝗮𝘁𝗶𝗼𝗻 𝘃𝗲𝗹𝗼𝗰𝗶𝘁𝘆 of levels
𝙂𝙧𝙖𝙫𝙚 𝙎𝙝𝙖𝙙𝙤𝙬𝙨 | Designer/Engineer | 2019 | Team of 6 | 20 weeks | Unity 𝘋𝘦𝘴𝘪𝘨𝘯𝘦𝘥 𝘢𝘯𝘥 𝘪𝘮𝘱𝘭𝘦𝘮𝘦𝘯𝘵𝘦𝘥 𝘮𝘦𝘤𝘩𝘢𝘯𝘪𝘤𝘴 𝘴𝘪𝘮𝘪𝘭𝘢𝘳 𝘵𝘰 𝘛𝘩𝘦 𝘓𝘦𝘨𝘦𝘯𝘥 𝘰𝘧 𝘡𝘦𝘭𝘥𝘢: 𝘈 𝘓𝘪𝘯𝘬 𝘉𝘦𝘵𝘸𝘦𝘦𝘯 𝘞𝘰𝘳𝘭𝘥𝘴, 𝘢𝘭𝘭𝘰𝘸𝘪𝘯𝘨 𝘱𝘭𝘢𝘺𝘦𝘳𝘴 𝘵𝘰 𝘵𝘳𝘢𝘷𝘦𝘳𝘴𝘦 𝘸𝘢𝘭𝘭𝘴 𝘵𝘰 𝘴𝘯𝘦𝘢𝘬 𝘢𝘳𝘰𝘶𝘯𝘥 𝘰𝘱𝘦𝘯 𝘭𝘦𝘷𝘦𝘭𝘴. ‣ 𝗙𝗶𝗻𝗮𝗹𝗶𝘀𝘁: 2019, E3 College Game Competition ‣ 𝗙𝗶𝗻𝗮𝗹𝗶𝘀𝘁: 2019, GameFest (Narrative Excellence) 𝙋𝙖𝙣𝙙𝙤𝙧𝙖'𝙨 𝘽𝙤𝙭 | Game Designer | 2019-2020 | Team of 7 | 18 weeks | Vicon/Unity 𝘋𝘦𝘴𝘪𝘨𝘯𝘦𝘥 𝘱𝘶𝘻𝘻𝘭𝘦𝘴, 𝘴𝘩𝘢𝘱𝘦𝘥 𝘨𝘢𝘮𝘦𝘱𝘭𝘢𝘺 𝘱𝘳𝘰𝘨𝘳𝘦𝘴𝘴𝘪𝘰𝘯, 𝘢𝘯𝘥 𝘰𝘷𝘦𝘳𝘴𝘢𝘸 𝘯𝘢𝘳𝘳𝘢𝘵𝘪𝘷𝘦 𝘥𝘦𝘴𝘪𝘨𝘯 𝘧𝘰𝘳 𝘢 𝘮𝘪𝘹𝘦𝘥-𝘳𝘦𝘢𝘭𝘪𝘵𝘺 𝘦𝘴𝘤𝘢𝘱𝘦 𝘳𝘰𝘰𝘮 𝘧𝘦𝘢𝘵𝘶𝘳𝘪𝘯𝘨 𝘮𝘰𝘵𝘪𝘰𝘯-𝘵𝘳𝘢𝘤𝘬𝘪𝘯𝘨 𝘵𝘦𝘤𝘩𝘯𝘰𝘭𝘰𝘨𝘺. ‣ 𝗪𝗶𝗻𝗻𝗲𝗿: 2020 GameFest (Technical Excellence) 𝘼𝙛𝙩𝙚𝙧𝙄𝙢𝙖𝙜𝙚 | Writer/Engineer | 2018 | Solo Project | 16 weeks | Twine 𝘋𝘦𝘴𝘪𝘨𝘯𝘦𝘥 𝘜𝘕𝘐𝘟-𝘴𝘩𝘦𝘭𝘭 𝘪𝘯𝘵𝘦𝘳𝘧𝘢𝘤𝘦, 𝘣𝘦𝘢𝘵 𝘴𝘩𝘦𝘦𝘵, 𝘢𝘯𝘥 𝘸𝘳𝘰𝘵𝘦 6𝘬 𝘸𝘰𝘳𝘥𝘴 𝘧𝘰𝘳 𝘢 𝘴𝘩𝘰𝘳𝘵 𝘪𝘯𝘵𝘦𝘳𝘢𝘤𝘵𝘪𝘷𝘦 𝘯𝘢𝘳𝘳𝘢𝘵𝘪𝘷𝘦 𝘱𝘪𝘦𝘤𝘦.
Game Design ‣ 𝗣𝗿𝗼𝘁𝗼𝘁𝘆𝗽𝗲𝗱 𝗹𝗲𝘃𝗲𝗹𝘀 𝗮𝗻𝗱 𝗽𝘂𝘇𝘇𝗹𝗲𝘀, 𝗴𝗮𝗺𝗲-𝗳𝗹𝗼𝘄, 𝗱𝗶𝗳𝗳𝗶𝗰𝘂𝗹𝘁𝘆 𝗽𝗿𝗼𝗴𝗿𝗲𝘀𝘀𝗶𝗼𝗻, with stealth, lighting with variable collectibles for 𝘎𝘳𝘢𝘷𝘦 𝘚𝘩𝘢𝘥𝘰𝘸𝘴 ‣ 𝗗𝗲𝘃𝗲𝗹𝗼𝗽𝗲𝗱 𝗴𝗮𝗺𝗲𝗽𝗹𝗮𝘆 𝘀𝘆𝘀𝘁𝗲𝗺𝘀 𝗮𝗻𝗱 𝗰𝗶𝗻𝗲𝗺𝗮𝘁𝗶𝗰𝘀 using Unreal Engine 4 ‣ 𝗗𝗲𝘀𝗶𝗴𝗻𝗲𝗱 𝗶𝗻𝘁𝗲𝗿𝗮𝗰𝘁𝗶𝘃𝗲 𝘁𝘂𝘁𝗼𝗿𝗶𝗮𝗹 for fully-customizable spaceship editor ‣ 𝗖𝗼𝗻𝗰𝗲𝗽𝘁𝗲𝗱 𝗺𝗶𝘅𝗲𝗱-𝗿𝗲𝗮𝗹𝗶𝘁𝘆 𝗽𝘂𝘇𝘇𝗹𝗲𝘀 utilizing motion-tracked play space ‣ 𝗗𝗿𝗮𝗳𝘁𝗲𝗱, 𝗲𝗱𝗶𝘁𝗲𝗱, 𝗮𝗻𝗱 𝗿𝗲𝘃𝗶𝘀𝗲𝗱 𝗶𝗻-𝗴𝗮𝗺𝗲 𝗱𝗶𝗮𝗹𝗼𝗴𝘂𝗲 for various titles, including game tutorials and text adventures ‣ 𝗖𝗿𝗲𝗮𝘁𝗲𝗱 𝗰𝗼𝗺𝗽𝗿𝗲𝗵𝗲𝗻𝘀𝗶𝘃𝗲 𝘀𝗽𝗿𝗲𝗮𝗱𝘀𝗵𝗲𝗲𝘁𝘀 to efficiently schedule moment-to-moment cinematic events ‣ 𝗔𝘂𝘁𝗵𝗼𝗿𝗲𝗱 𝗴𝗮𝗺𝗲 𝗱𝗲𝘀𝗶𝗴𝗻 𝗱𝗼𝗰𝘂𝗺𝗲𝗻𝘁𝗮𝘁𝗶𝗼𝗻 with emphasis on gameplay systems that augment project's narrative and theming Implementation ‣ 𝗗𝗲𝘃𝗲𝗹𝗼𝗽𝗲𝗱 𝗲𝘃𝗲𝗻𝘁 𝘀𝘆𝘀𝘁𝗲𝗺 𝘁𝗼𝗼𝗹𝘀 𝗶𝗻 𝗨𝗻𝗶𝘁𝘆 to 𝗮𝗰𝗰𝗲𝗹𝗲𝗿𝗮𝘁𝗲 𝗶𝗺𝗽𝗹𝗲𝗺𝗲𝗻𝘁𝗮𝘁𝗶𝗼𝗻 𝘃𝗲𝗹𝗼𝗰𝗶𝘁𝘆 of levels for 𝘚𝘶𝘱𝘦𝘳 𝘜𝘱𝘣𝘦𝘢𝘵 ‣ 𝗜𝗺𝗽𝗹𝗲𝗺𝗲𝗻𝘁𝗲𝗱 𝗮 𝗰𝘂𝘀𝘁𝗼𝗺 𝘀𝗽𝗮𝗰𝗲𝘀𝗵𝗶𝗽 𝗲𝗱𝗶𝘁𝗼𝗿 𝘂𝘀𝗶𝗻𝗴 𝗮𝗻 𝗠𝗩𝗖 𝗽𝗮𝘁𝘁𝗲𝗿𝗻 to allow instant feedback for adding/removing ship parts in 𝘕𝘰𝘯-𝘖𝘳𝘣𝘪𝘵𝘢𝘭 ‣ 𝗗𝗲𝘀𝗶𝗴𝗻𝗲𝗱 𝗮𝗻𝗱 𝗯𝘂𝗶𝗹𝘁 𝗮 𝗰𝗼𝗺𝗽𝗹𝗲𝘁𝗲 𝘆𝗮𝗿𝗻 𝗯𝗼𝗮𝗿𝗱 𝗶𝗻𝘁𝗲𝗿𝗳𝗮𝗰𝗲 for players to organize evidence in Unity ‣ 𝗖𝗿𝗲𝗮𝘁𝗲𝗱 𝗽𝘀𝗲𝘂𝗱𝗼𝗿𝗮𝗻𝗱𝗼𝗺 𝗮𝗹𝗴𝗼𝗿𝗶𝘁𝗵𝗺 to generate evidence that skews towards a selected culprit for 𝘎𝘳𝘢𝘷𝘦 𝘚𝘩𝘢𝘥𝘰𝘸𝘴 ‣ 𝗖𝗼𝗼𝗿𝗱𝗶𝗻𝗮𝘁𝗲𝗱 𝘀𝘁𝘂𝗱𝗶𝗼-𝘄𝗶𝗱𝗲 𝗮𝗻𝗱 𝗽𝘂𝗯𝗹𝗶𝗰 𝗽𝗹𝗮𝘆𝘁𝗲𝘀𝘁𝘀 with 100+ testers across GDC and E3 ‣ 𝗗𝗲𝗯𝘂𝗴𝗴𝗲𝗱 𝗮𝗻𝗱 𝗳𝗶𝘅𝗲𝗱 𝗳𝗲𝗮𝘁𝘂𝗿𝗲𝘀 in several projects (both in and outside game development)
Schell Games | Team of 15+ | UE4 𝘗𝘳𝘰𝘵𝘰𝘵𝘺𝘱𝘦𝘥 𝘤𝘪𝘯𝘦𝘮𝘢𝘵𝘪𝘤𝘴 𝘴𝘺𝘴𝘵𝘦𝘮 𝘪𝘯 𝘜𝘌4 𝘢𝘯𝘥 𝘥𝘦𝘴𝘪𝘨𝘯𝘦𝘥 𝘤𝘪𝘯𝘦𝘮𝘢𝘵𝘪𝘤𝘴 𝘣𝘢𝘴𝘦𝘥 𝘰𝘯 𝘤𝘭𝘪𝘦𝘯𝘵 𝘴𝘱𝘦𝘤𝘪𝘧𝘪𝘤𝘢𝘵𝘪𝘰𝘯𝘴 𝘧𝘰𝘳 𝘴𝘤𝘪-𝘧𝘪 𝘐𝘗 𝘵𝘩𝘦𝘮𝘦 𝘱𝘢𝘳𝘬 𝘦𝘹𝘱𝘦𝘳𝘪𝘦𝘯𝘤𝘦. ‣ 𝗣𝗿𝗼𝘁𝗼𝘁𝘆𝗽𝗲𝗱 𝗴𝗮𝗺𝗲𝗽𝗹𝗮𝘆 𝘀𝘆𝘀𝘁𝗲𝗺𝘀 𝗮𝗻𝗱 𝗰𝗶𝗻𝗲𝗺𝗮𝘁𝗶𝗰𝘀 using Unreal Engine 4 to conceptualize implementation for engineers ‣ 𝗖𝗼𝗹𝗹𝗮𝗯𝗼𝗿𝗮𝘁𝗲𝗱 𝘄𝗶𝘁𝗵 𝗲𝗻𝗴𝗶𝗻𝗲𝗲𝗿𝗶𝗻𝗴 𝗮𝗻𝗱 𝗮𝗿𝘁 𝘁𝗲𝗮𝗺𝘀 to solve interdisciplinary design problems ‣ 𝗖𝗼𝗺𝗽𝗶𝗹𝗲𝗱 𝗽𝗹𝗮𝘆𝘁𝗲𝘀𝘁 𝗳𝗲𝗲𝗱𝗯𝗮𝗰𝗸 𝗶𝗻𝘁𝗼 𝘀𝗽𝗿𝗲𝗮𝗱𝘀𝗵𝗲𝗲𝘁𝘀 sorted by priority to present to project leads