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As an Associate Technical Game Designer at Pocket Gems, I specialize in creating engaging mobile gameplay experiences with a strong focus on game narrative but also have an interest in PC/console games. With a passion for open-world RPGs, I design immersive game worlds that not only provide players with the freedom to explore, but also tell a compelling story.

Professional Game Development

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Adventure Chef: Merge Explorer (2021) 

Grow, Explore and Expand! Search and discover incredible foods, ingredients, natural wonders, and people. Merge and cook ingredients to serve unique dishes to your guests!

Available on Android and IOS.

Pocket Gems

San Francisco, CA
Role: Game Designer

Responsibilities:

  • Created an expedition map with new NPCs, Cooked Dishes, Ingredients, and Quests

  • Fixed live content bugs and issues

  • Created mergeable grid layouts for both a story locations and a special event 

  • Collaborated with artists on map layouts and character designs

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Unannounced
(2022)

Play as the newest cast member on hit reality show. Collect stylists and add to your squad to make sure you always look your best at show events!

Pocket Gems

San Francisco, CA
Role: Game Designer

Responsibilities:

  • Curating 3D and 2D art assets for clothing, hairstyles, and characters

  • Designing and creating tutorials 

  • Tracking and fixing live bugs and issues 

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FoxChives (2018)

FoxChives is a mobile, augmented reality (AR), interactive narrative game made using Unity and ARKit

The player takes the role of an intern at the Archive Department at Fox where they go from a normal day at work to saving the Fox Studio Lot from an unknown force.

20th Century Fox (Now 20th Century Studio)
Los Angeles, CA
Role: FOX Innovation Lab Intern
Development Cycle: 8 Weeks

Responsibilities:

  • Brainstormed and Storyboarded the interactive beat and narrative

  • Designed and implemented AR main gameplay interactions and User Interfaces using Unity and ARKit

  • Presented the final prototype to Fox Executives

Serious Game Development

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Myth of Vigur (2020)

Myth of Vigur is a mobile, point-and-click game made in Unity that teaches children ages six to eight years old how to read and write Icelandic

The player is a young Viking on an adventure who must collect and enchant mystical runes by tracing them.

Role: Producer
Team Size: 6
Development Cycles: 4 Weeks

Responsibilities:

  • Generated weekly reports for stakeholders

  • Kept track of the schedule and progress through spreadsheets

  • Conducted paper prototyping and interviews with target users

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Wharf Party! (2018)

Wharf Party! is an educational PS4 prototype game made in Unity that advertises the Santa Cruz Wharf to players.​

Players explore a digitilized Santa Cruz Wharf and head to head in intense but fun minigames based on ammenities at the wharf.

Role: Game Producer
Team Size: 4
Development Cycle: 5 weeks

Responsibilities:

  • Held weekly sprint meetings to keep track of the team's progress

  • Design User Intefaces using Adobe Illustrator

  • Conducted playtest with high and low fidelity prototypes

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Statistically in Love
(2020)

Statistically in Love is an Education Visual Novel made in Ren'Py that teaches college students about the experimental design through romance and humor.

The player takes on the role of a survivor in a post apocolyptic world, devoid of science. Find love, conduct experiments, and unravel the secrets of this brave new world.

Role: Solo Developer
Team Size: 1
Development Cycle: 10 weeks

Responsibilities:

  • Drew and designed every character and background

  • Wrote over 500 lines of dialogue and narration

  • Implemented custom minigames and scripted sequences

Passion Projects

Yokai Nights (2019)

Yokai Nights is a Virtual Reality (Horror) puzzle game designed for the HTC Vive and created in Unity.

The player is a new security guard on the job, and the player gets themselves trapped in a haunted, alternate-dimensional world that is infested with Yokai.​

Role: Gameplay Programmer
Team Size: 8
Development Cycle: 18 Weeks

Responsibilities:

  • Helped design and implement rapid prototypes.

  • Created scripted sequences and implemented weapons

  • Handled implementing in-game UI elements

It's Alive (2018)

It's Alive is a browser Tetris-like game built in Unity. The game is hosted on Kongregate.

You are the Mad Scientist! Bring your creations to life in this refreshing spin on the grid-based game genre.

Role: Audio Designer, UI Designer
Team Size: 5
Development Cycle: 8 Weeks

Responsibilities:

  • Created original soundtracks for the game

  • Mocked up and designed Main Menu and other UI

  • Implemented UI designs

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Knot Me! (2020)

Knot Me! is a 3D action-adventure game designed to explore sexual kinks and other taboo topics. The player controls Regina, a possum-girl, and Señor Edgar, her talking bondage rope. Regina explores the four floors of Red Velvet while on a mission to interview the elusive Spider Queen of Bondage. 

Role: Producer/Writer
Team Size: 17
Development Cycle: 15 Weeks

Responsibilites:

  • Tracked tasks and deadlines using Jira

  • Scheduled standups, playtests, and design retrospectives

  • Wrote narrative script and all dialogue

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