I am an ambitious game designer with a love for creating fresh gameplay experiences. As a recent graduate of Vancouver Film School I'm hungry for a chance to prove myself. I'm driven to gain a challenging position at a progressive company where I am able to create rich gameplay experiences and grow my skills as a designer.
Growing up I had an obsession with building, virtually the only toy I played with (other than hot wheels of course) was Lego. This was and still is my favourite toy.
After becoming obsessed with Quake I discovered Worldcraft and taught myself how to use it. This was the first time I was able to create content for a game I loved, I was instantly addicted. Years and several computers later I discovered the power of newer engines, and editors. Some of the bigger ones were UDK and CryEngine.
Since coming to VFS I have honed my skills in UDK and learned a wide variety of new tools, most notably Unity.
Rails of Fury is a 3D, high-speed, on rails platformer for PC. It was created in the Unity Engine by a team of five Game Design Students attending VFS over a period of six months. On this project I was in charge of Level Design. My tasks included paperplans, whiteboxes, Basic set dressing and lighting, and finally Tuning.
In pre-production I was in charge of creating the paper plans and beat charts for the levels.
When production started I began building the levels. starting with the creation of white boxes I brought the levels to a point where they were ready for set dressing.
When the levels were nearing completion I dove back in and tweaked everything, from the values on triggers the the slightest bend in the track to ensure the game felt perfect.
Furor Alienicus is a 2D side-scrolling bullet-hell game created in Flash by three Game Design students. The player controls a Viking whose raiding and pillaging is rudely interrupted by an alien invasion. The objective of the game is to slay as many alien invaders as possible before passing onto Valhalla yourself.
Prior to starting production we took one month to plan and design the game. We started with researching other games in the genre, solidifying our art style and finally writing the concept doc.
As the programmer on the project I was in charge of creating all gameplay mechanics and implementing all art, animation, and audio assets.
This project taught me a great deal about pipeline in game development. As my first real project where pipeline was important, I learned some hard and fast rules about pipelines some specific to Flash others more general.