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Projects

Radio Silence

Radio Silence is a solo project developed in Unreal Engine 5.3. This project was inspired by the critically acclaimed video game, Spec Ops: The Line. I'm exceptionally proud of this project and I had a ton of fun developing it! Click "View more" to see more screenshots and a gameplay demo!

Chroma

Chroma is an ongoing project as part of a larger capstone assignment for the master's program at the Florida Interactive Entertainment Academy. I am a level designer on this project, and I am responsible for constructing and optimizing arena-style levels that prioritize fun, frenetic combat, and visual appeal. I am also responsible for building and fine-tuning all of the lighting for each of the levels I created. Click 'view more' to see all of the stuff I built!

Gridlock

Gridlock is a solo whitebox project developed in Unreal Engine 5.3. This map is the very first attempt at constructing a multiplayer map in Unreal Engine. The map is purely a whitebox, but will receive some updates based on feedback I received. The page that the button takes you to will delve more into the process and system I came up with to create this map.

Lambda Specialist Course

This Half-Life inspired project is being constructed in Unreal Engine 5.4. It will feature many easter eggs from the original game, but will take an interesting spin on the lore and story of the world of Black Mesa. This is an ongoing work in progress, and will be finished in December.

Tram Blockout 1.png

The Blessing

The Blessing is a project created for submission to the Florida Interactive Entertainment Academy. This project was created in Unreal Engine 5 and even though the most recent version, 5.2, allowed for procedural content generation, this project did not utilize that feature. Everything was built from the ground up in a timeline of two weeks and all mechanics and functions were coded by myself, with the exception of several Blueprints taken from some asset packs.

Year 500

Year 500 is a narrative driven, third-person hack-n-slash game developed in Unity. I was the lead designer of this project, but I was primarily responsible for establishing realistic and accurate lighting standards for all of the levels. Click the button to learn more!

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