Designed and optimized swap match-3 levels for Treasure Party, using player analytics and feedback to enhance engagement and ensure high-quality experiences.
Designed and developed core gameplay features, including abilities, enemies, levels, and weapons, for Rise of the Warbots, a PvE and PvP survival game.
Led the release of the Avatar Archetype Collection and acted as the product owner for key gameplay experiences, including Social Spaces and Desert Driving.
Designed engaging encounters across all game sectors, crafted visually compelling Biomes, and developed reward systems to enhance the player's journey.
Prototyped and iterated levels, implementing layouts, character placement, objectives, and engagements for single-player and co-op missions.
I have also made a lot of educational material and small personal games which you can browse below.
Designed historically accurate levels inspired by 16th-century architecture and developed card collecting and battling mechanics for the Worcester Art Museum.
Designed engaging gameplay spaces, objectives, and encounters for educational mini-games that assess specific aptitudes and cognitive skills.
Championed the gameplay vision, secured endorsement from project leadership and partners, and provided valuable UI and UX insights throughout development.
Please get in touch if you have questions about any of the work on this site or if you would like to work with me on a future project.
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