I analyze how players respond and adapt to mechanics
to find the fun waiting to be discovered.

Game Republic Student Showcase Award Winner

From ideation to polished level in 10 weeks.

Small Team Game Design

Game: Hex & Havoc

Genre: Magic FPS

Role: Game Designer

My contributions:

  • Created and implemented all VFX

  • Defined level design metrics and level designed first 3 rooms and first 2 enemy encounters

  • Wrote the onboarding and level completed dialogue script

  • Tech designed the dialogue and lore pickup systems and the EQS for the knight enemy behavior

  • Implemented the UI, SFX, music and VO

Tools: UE5, Ableton Live, Figma

View Hex & Havoc Design Process

Hex & Havoc won 3rd place for both the
Level Design and Narrative Design Awards

Prototyping my game Prism’s combat mechanics

Combat Mechanic Design

Game: Prism

Genre: Sci-fi Action Adventure

Role: Game Designer

My process:

  • Identified and iterated over potential gameplay features

  • Validated mechanics through play testing

  • Defined and adjusted user stories based on what players should think, feel and do during gameplay

Tools: UE5

View Prism's Mechanic Design Process

Play testing mechanics to inform feature updates

FPS Mechanics Play Test

Genre: Sci-fi FPS

Role: Lead UX Researcher

Studio: Irradiate Games

My process:

  • Reviewed and organized initial feedback to define research goals.

  • Planned, conducted and analyzed play test sessions.

  • Discussed and delegated feature updates for the Tech Department.

Tools: Miro

View FPS Mechanics Play Test

Mechanic Onboarding Redesign

Analyzing player feedback for update opportunities

Game: Metroid: Dread

Genre: Metroidvania

Role: UX Researcher

My process:

  • Observed and documented Metroid: Dread players’ motivations and frustrations with the game.

  • Affinity mapped findings and created player personas to inform potential mechanic updates based on player needs.

Tools: Figma, Miro

View Mechanic Onboarding Redesign

Educational Game Design Content

I make educational content to help make game design theory more accessible to aspiring game designers.

Long Form Educational Content

Applying the Bjork and Holopaienen Game Component Framework to my research focused game experience.

Explaining insights from game design theory books I’ve been reading including setting meaningful goals and constraints for players.

Short Form Educational Content