Studio, Game Jam, & Personal Projects

Catastrophe Factory (Fall 2021)

Game made for a semester long game studio at the SMU Guildhall within a group of 6. I was responsible for project management and a portion of the level design.

Beleaguered Woods (Fall 2020)

Game made for a semester long game studio within a group of six. I was responsible for project management as well as assisting with UI implementation and particle effects.

Stephanie (Spring 2020)

Game made for the LIVE Lab COVID-19 jam, a jam emphasizing the importance of social distancing through video games. The game was made in two weeks within a group of four. I was responsible for project management as well as some coding systems and minor asset modeling/texturing.

Spyonic (Fall 2019)

Game made for a semester long game studio within a group of three. I was responsible for project management as well as the majority of the mechanics coding and implementation.

Periodicity (Fall 2019)

Game made for a four-week long project within a group of five. I was responsible for project management as well as initial coding development.

Mission (Spring 2019)

Game made for Texas A&M Game Developers semester long game jam within a group of five. I was responsible for project management and engineering.

 

Relict (Spring 2019)

Game made by myself for TAMU SIGGRAPH’s Gigajam, a 36 hour jam. Won 2nd place in the interactive category of the event. I was responsible for all parts of the development pipeline.

Hellbent (Spring 2018)

Game made for a semester long game studio within a group of five. I was responsible for project management as well as assisting with varying tasks ranging from asset implementation to lighting.

 

Inheritance (Fall 2018)

Game made for a half-semester long game jam through Texas A&M Game Developers within a group of three. Won Fan Favorite and Best Art. I was responsible for project management and engineering as well as assisting with conceptualization, writing, and game design.

Dyr (Fall 2018)

Game made for a five-week course within a group of five. I was responsible for project management and engineering.

Where the Moon Rises (Fall 2018)

Game made for Chillennium 2018 within a group of four. I was responsible for project management as well as conceptualization and UI. I assisted in engineering and asset implementation.