Game & Level Designer
I'm an indie game developer based in Melbourne Australia, I strive to make thrilling and exciting games for people to experience and enjoy.
I've been studying game and level design for well over 4 years when I decided to pick up the Unity Engine for the joy of creating games and interactive experiences. :)
Jumpstart Apocalypse VR
Jumpstart Apocalypse is a stylized zombie hoard shooter where the player must shoot, hack and slash their way to the bell tower and stop the zombie invasion
As the Lead Level Designer I was responsible for implementing the art team's work and crafting an intuitive and exciting level layout for players to easily navigate.
I also directed the Technical Design with constant communication with the programmers to create key moments and sequences in the game.
SENSUS is a short Experimental Experience visualizing Human Emotion.
Co-Developed with Adam Jensen, I took the role as Level and Technical Designer. I was responsible for crafting an experience that didn't follow any conventional game design means and guide the player through the game without expressing a single word
XEO is an arena based competitive PVP action game.
My Roles for this project were Lead Level Designer and Gameplay Programmer. I was responsible for crafting an Arena that supports fast paced, free flowing movement as well as programming the player movement, combat and UI.
All shipped game trailers you see here are recorded and edited by me.
I heavily utilize the Unity Package Cinema Machine to record footage of the environments and gameplay to capture my game in a cinematic format that best represents them.
Jumpstart Apocalypse VR is all about high octane action that's just all around fun. The gimmick of the music is that it rises in intensity the more action the player finds themselves in. So I edited this trailer with the same theme and gimmick
SENSUS is naturally mysterious in nature, so I tried to make the trailer as ambiguous as possible. We really wanted players to go into SENSUS with as little information as possible. Risky I know, but I think it turned in our favor with the game's unexpected popularity.
XEO was interesting to work with as its a competitive arena shooter. I decided to take a more experimental approach in showcasing the arena, I wanted to tell the audience what the game was about through the environment alone.