Currently: @Haven Studios
Previously: Technical Designer Intern @ Behaviour Interactive, programming roles
Game Dev: Indie (2017–), AAA (2024–)
20+ games · 5 commercial · 140k+ Downloads
IGDA-F International Scholar
CS @ McGill ’24
Bird's Eye TPS Camera framing the whole room
Color-Coding for Readability
Accessible, fast-paced combat
Empowerment via varied combat options & upgrades
Simplified Twin-Stick Controls
Controller Vibration for emphasis
Goals: Disempowerment & Immersion
"Single-Take" FPS camera on foot and in vehicle
Many world interactions
Minimalist + Contextual UI
World design for AI car + Player chase scenes
Immersive audio ambiance
Co - Op Magnet 3Cs
Planned levels via Gray Box / Blockout technique
Prototyped w/ modular level blocks
Iterated on feedback before final Art Pass
Smash Bros combat
Scripted framing w/ Cinemachine