Rogue Games, Inc

"Hexaflip" by David Marquadt - Apple Arcade
"Stretchy Legs" by Gunstone Studios - Android and iOS
"Knockdown Heroes" by Craneball Studios - Android and iOS
"Super Impossible Road" by Wonderful Lasers - Apple Arcade
"Kitty Cocktails" by Juicy Pixels - Android and iOS
"Fire Panda" by Gunstone Studios - Android and iOS
"Wild Life" by Mighty Kingdom - Android and iOS
"Shell Shocked" by Dabadu Games - Android and iOS
    Contributions
  • Design Standards
  • Creative Process
  • KPI Improvement
  • Game Feedback
At Rogue, I helped build a publishing startup from the early stages. I worked to establish the company's design standards and best practices for our developers, and refined our internal creative pipeline. I worked directly with our developer partners to improve designs and grow KPIs on 50+ games.
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Racing Rivals

Promotional shot for Racing Rivals 7.0, the largest update the game had ever seen!
Main view of Tuner Challenge. I designed this ranked PvP mode to help new players grow into elder players.
When I wasn't designing features, I built lots of customization accessories, like these chromatic paints!
UX improvements like this coin flip helped clarify the betting process for players.
The entire betting flow was simplified and improved with a progressive turn system.
One of the many leaderboards in World Tour, a team-based PvP feature cherished by competitive players.
A screenshot from a player's garage, showing off a car they've tuned and customized.
    Contributions
  • Feature + Systems Design
  • Improving User Metrics
  • UX Improvements
  • Content Design/Scripting
Tasked with improving the overall viability of this game, I designed systems, features, and UX improvements to boost KPIs, including the popular "Tuner Challenge" mode. During this massive year-long overhaul, I also maintained the live version of the game, building weekly content releases and resolving bugs for our enthusiastic fans.
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PuzzleScapes

I designed this puzzle as an introduction to more challenging levels in the "Mayan Treasure" pack.
The game's main menu, which I helped design and implement!
I designed solutions to various UX conundrums.
Promotional shot of the jigsaw component of the game, which I helped design and tune.
I was also responsible for the game's level design, scripting, and story telling.
A trickier, more layered puzzle that I designed for the final level of "Mayan Treasure".
The first interactive scene of "Hellstrom Manor" invites the player to uncover a suspenseful plot.
I had a ton of fun designing the "Ancient Rome" pack, which reveals salacious facts about the ancient empire!
I designed and scripted the Gem Collection UI, which helps players know how much is left to discover.
    Contributions
  • General Concept
  • Design + Scripting
  • Economy Balancing
  • UI Design
PuzzleScapes is a novel mix of jigsaw and environmental puzzle games! After concepting, I jumped right into designing content, levels, and progression. I was also responsible for scripting each of the interactive sequences, UI elements, and dialogue.
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Dragon Treasure Tales

I designed the "lair view" to help players track their progress and expand their collections.
I also wrote the in-game copy! Completing each item set reveals the fate of the item's owners.
A selection of some of the items you can collect!
    Contributions
  • Creative Direction
  • Game + UX Design
  • Writing
Dragon Treasure Tales was created by a team of four, released on the novel iMessage games platform. I focused on a strong creative direction and effortless UX, helping players adjust to the new iMessage game platform. Our allotted scope changed frequently, which encouraged us to prototype and adjust rapidly!
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Egg!

I worked to strengthen many areas of the game, focusing on improving KPIs and UX.
I designed content for the game, expanding the library of egg types, creatures, and items.
Players loved the item card system, which I designed to organize and improve their gameplay experience.
Not the first time this has happened...
I also designed the game's quest system, which improved day-seven retention by 10%!
I had a good laugh designing the Trash Egg creatures and writing their descriptions.
I simplified the creature information display, helping players better understand its functionality.
I got away with a lot of groan-worthy puns...
I also regularly balanced the game's item tables and economy!
    Contributions
  • Content Design
  • Quest System
  • Item Info UI
  • UX Improvements
'Egg!' was a great opportunity for me to focus on maintaining a live product. I planned out new DLC content and wrote flavor text for tons of new items, eggs, and creatures. I spearheaded an overhaul of the item UI, and designed the game's quest system, boosting retention.
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Egg Baby

I found and helped repair over 1000 bugs!
I wrote in-game copy for many eggs and creatures, such as the Shakespeare inspired Sparkler Egg!
    Contributions
  • Content Design
  • Item Code System
  • Seasonal Events
I began as Nix Hydra's only QA member, and quickly expanded into my design role as the company grew. I designed Egg Baby's item code system, along with new content and seasonal events!
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King's Men

The testing and debug zone eventually grew into the tutorial level!
Some mechanics, such as pushing and pulling blocks, were initially quite challenging for me to script.
As I became more comfortable with scripting, I added more complex functionality like switchplates.
I had a lot of fun developing the visual style for the game. It was a nice break from scripting too!
Each character has unique abilities. These posed new challenges each time!
A bird's eye view of the tutorial level, featuring many dastardly puzzles.
One of my state machines within PlayMaker, a visual scripting tool I used for the game.
A portion of the original doodle that started it all!
    Contributions
  • Game Design
  • Art + Animation
  • Scripting
King's Men is an independent game that I designed and developed over the course of a year. I learned so much from this fun endeavor! The project helped me get comfortable with Unity and scripting my own games.
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WordWorld Tales

    Contributions
  • Level Design
  • UI/UX Design
  • Digital Art
  • Web Design
As the "jack of all trades" for PlaySquare's creative needs, I designed the game's interactive activities, created in-game assets, and maintained the company website.

Game Design

Digital Art

Misc

Info