Portfolio

Blueprint: Breakdown

Game Description:

This 2D physics-based puzzle game, inspired by The Incredible Machine, challenges players to guide a ball from the starting point to the endpoint by operating various machines. The game combines problem-solving with timing, offering engaging and creative mechanics. It was developed using GXPEngine, an open-source engine created by Saxion UAS professors for the CMGT course.

My Role and The Team:

Leading a team of three artists, two engineers, and a co-designer, I ensured smooth collaboration and project progress. My contributions included designing and balancing levels, developing and refining gameplay mechanics, and determining how best to introduce these mechanics to players. I also coordinated workflows, facilitated team discussions, and organized playtesting sessions to fine-tune the game. While managing the overall project, I actively contributed creative ideas to enhance both the gameplay experience and the team’s collective vision.

Case: Burnside

Game Description:

Case: Burnside is a point-and-click puzzle escape game developed in a basic, unfinished engine built with Java in Processing. Players take on the role of a detective working to stop a virus-like alien plant from spreading. The game features intricate puzzles and a branching ending where players must choose to sacrifice themselves to save the world or doom it by unleashing the alien plant.

My Role and The Team:

In this project, I was responsible for designing all puzzles and crafting the overall level design. I also adapted the unfinished engine to implement various features, ensuring the game ran smoothly. Working alongside a small team, I played a key role in conceptualizing and creating the gameplay flow, including the narrative-driven choices at the end. This project pushed the boundaries of creativity and technical adaptation, as we had to innovate within the limitations of the engine to deliver a complete and engaging experience.

Meet the Monsters

Game Description:

Meet the Monsters is a 3D VR project designed for children to interact with monsters they had drawn themselves. Players explore large maps using Gorilla Tag-style movement to find missing items for each monster and return them. The game emphasizes creativity and exploration, providing an immersive experience for kids.

My Role and The Team:

I collaborated with three artists, two engineers, and another designer . My role focused on level design, ensuring the environments were engaging and easy for kids to navigate. I also worked on creating an interactive user experience tailored for young players, conducted weekly playtesting sessions with kids to refine the mechanics, and coordinated team efforts to ensure smooth production.

Baby Chill

Game Description:

Baby Chill is a 2.5D Unity-based game addressing the issue of heatstroke in babies left in cars. Players must rescue babies from overheating vehicles and safely deliver them to daycare, all while avoiding traffic and ensuring cars don’t overheat. The game uses shock elements to raise awareness of this critical issue.

My Role and The Team:

I worked with a team of two designers, two engineers, and three artists. My contributions included designing levels that balanced difficulty and impact, managing the team’s workflow and tasks, playtesting the game to ensure its functionality and engagement, and contributing to the conceptual design to deliver a meaningful experience that supported the game’s awareness campaign.

Shadow Brawlers

Game Description:

Inspired by Street Fighter, Shadow Brawlers is a 2D combat game developed using GXPEngine. In addition to creating the game itself, the project required the construction of a custom joystick controller, which we built using Arduino and programmed for compatibility. The game features unique characters, each with their own abilities and combat styles, offering a competitive and immersive experience.

My Role and The Team:

As the producer, I ensured the team stayed on track and met deadlines, coordinating efforts across all disciplines. I also served as the combat designer, crafting each character’s abilities and moveset to ensure balance and variety in gameplay. Beyond game design, I was instrumental in the physical construction of the joystick controller, handling both the hardware and programming aspects. The project emphasized creative problem-solving, as we integrated the custom controller seamlessly with the gameplay.

Witch’s Catastrophe

Game Description:

Witch’s Catastrophe is a 2D mobile puzzle game inspired by The Past Within. It requires two players to connect to the same device and collaborate to solve puzzles. The story follows a witch whose cat accidentally adds an extra ingredient to a potion, causing her to lose her memory. The witch and the cat must work together—using two screens—to uncover magical clues and recreate the potion to restore her memories. The twist is that the cat can see magical elements invisible to the witch, making teamwork essential.

My Role and The Team:

I worked with a team of one engineer, two designers, and three artists. My responsibilities included designing intricate puzzles that challenged players’ teamwork and logical thinking, crafting intuitive levels that balanced gameplay, and enhancing the user experience to ensure smooth interaction across two devices. As the Scrum Master, I managed team workflows, facilitated communication, and conducted regular testing sessions to refine the gameplay experience.

 

Gran Turismo Mobile Prototype

Game Description:

This project involved creating a vertical prototype of Gran Turismo reimagined as a mobile game. The prototype, developed in Adobe XD, focused on adapting the experience for vertical gameplay while preserving the core feel of the franchise. The design included animations, interfaces, and interactions, offering a complete user journey optimized for mobile.

My Role and The Team:

I independently designed and developed the entire prototype, handling everything from concept development to interface design and animation. While some car images were sourced online, all editing, structuring, and interactive elements were created by me to simulate a realistic and immersive mobile racing experience.

Contact