Design Portfolio

Grove is a cozy tower defense game where you nurture a small forest under siege by lumberjacks. Designed for relaxation, the game utilizes science-back strategies to promote better sleep.

Asset Design

Assets were designed and modeled in Blender, then combined with custom shaders to create a minimalist, illustrative look that reinforced the emotional intention of the game design.

Creating Compelling Environments

Grove focuses on environments with an aggregate of detail across varied scales. This variety gives players ample footholds to feel drawn into the world.

Creating Compelling Environments

Object Design

Nokandu

Structures in Nokandu emerge from the environment as the game is played, constructed within crash-site rubble and rock formations of the landscape. Player decisions affect how the in-game society emerges, something reflected through building designs and world construction.

NPC homes built within rock formation

Tools & stations

Created with available in-world materials

Local Flora

Harvestable with different tool & machines

Player Construction

Prioritized modularity for in-engine animating & multiplayer customizability

Work stations were designed for visual ease of access, reinforcing evocative story themes & the paper cut-out design language

Environment Design

Autumn’s Bounty

Autumn’s Bounty was launched in partnership with BetterPlay as part of on their flagship platform Kozee which leverages games to help its users track & navigate their mental health. As a result, Autumn’s Bounty was featured prominently in their promotion, played in university classrooms, and the developer was invited as a featured speaker at their kickoff event.

Gameplay screenshot

Kozee’s home screen featuring Autumn’s Bounty

Kozee’s featured playable games

Autumn’s Bounty is a game of community building where players gather resources to help NPCs and rebuild their town hall, exploring themes of resilience and shared recovery.

Character Portraits

NPCs in Autumn’s Bounty have their own distinct areas on the map. The condensed environments reflect personality and aesthetic traits of the NPCs to be easily identifiable to players and embed character within the environments.

Environments in a “bottle”

Procedural Environment Design

Ewe Shall Not Pass

Explore a dangerous world & protect your flock. Pilot a wizard who rescues creatures from a land riddled with monsters. In between expeditions, make improvements to your farm and unlock increasingly powerful magic.

Procedural Environment Design

Environments were procedurally generated with objects designed to pull players into the world and communicate story through space

The game uses objects to communicate lore and the bounds of magic within the world.

Enchanted Items & Objects of Power

Enchanted Items &
Objects of Power

Games Subcontracting & Consultation

Games Subcontracting & Consultation

Alongside in-studio projects, I consult across mediums for game studios of varying scales. Each project involves close collaboration and thorough documentation.

Concept art for Dock King, a pirate harbor management game

Preliminary sketches for town design resulting in final in-editor layout. Designs focused on delivery routes and puzzles focused on redesigning the town around the X & Y axis, ensuring multiple pathways of varied difficulty to every destination.