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Systems and Technical Design

Through Rust We Are Returned | Lead Designer and Product Owner
As Lead Designer, I designed our core gameplay loop and combat systems. I also created our levels and encounters, designing combat arenas that act like puzzleboxes for the player to solve. As Product Owner, I spearheaded a development team of 19 individuals and ensured that Through Rust released in the best possible state.

Soul Reaper | Design and UX Programming Intern
I worked at Power Level Studios, an indie studio based in Montreal, Canada, on a monster-collecting RPG inspired by Pokemon and Diablo. As an intern, I worked hand in hand with the lead developer on revising the combat system and adding in tons of player feedback through UX programming.

OASYS | Systems and Level Designer
As Systems Designer, I designed a set of systems that could be used to interact with the environment and solve puzzles based on the surrounding landscape. As Level Designer, I created visually stunning areas encouraged exploration and engaged the player with the narrative during gameplay.
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