Gunfire Games - Austin, TX
Currently working as a level designer at Gunfire Games :)
Cubic | Intific - Austin, TX
A first-person shooter virtual training environment to test military fireteam squads and newly developed technologies under DARPA's Squad X Core Technologies (SXCT). - www.intific.com
I worked as a level designer creating environments in Unreal Engine 4 based on real-life military training sites;
and I worked with AI programmers as AI/combat designer to develop, implement, and tune AI state, behaviors, weapons, and tactics.
(July 2015 - Nov 2016)
Click on the project images below to view more information!
Colorless is an artsy 2D puzzle platformer game where our character's black and white world soon discovers the concept of color, its inherent abilities, its beauty, and its consequences.
Play the game at: potatolab.itch.io/colorless
I worked as the level designer in creating the world and puzzle progression of Colorless in Unity;
as the artist to develop the environment art and storyboard;
as the gameplay designer to create/tune the 4 color mechanics and puzzles with my team members.
(13 week project)
Asunder is a narrative adventure game where you play as Sophie trying to reunite with dad after being separated from an archaeological expedition to uncover an ancient, but powerful civilization.
Play the game at: chimera5.itch.io/asunder
I worked as level/world designer to create the narrative-driven environment and progression;
as content designer creating world-building interactables and puzzles.
(14 week project)
In Charlie, you are paper airplane who faces the complications of being a piece of paper -- windows, fans, air vents are challenges as you fly through a home trying to discover the purpose of your flight.
Play the game at: cindayto.itch.io/charlie
I worked as the level/world designer to develop the house and narrative;
and as the artist drawing the storyboard and color palette.
(My first game project - 4 week project)
I speak in scribbles and sketches.
Storyboards are important to my design process to understand sequence, narrative beats, and level design. They are my favorite way of communicating what I want to capture in the narrative and emotions of my levels.
So here's a separate page for my storyboards on the previous games I've worked on.