Witherbloom
Hub and base-building mechanics The Hearth Act 1 Narrative implementation Levels The Outpouring, Floor 1 of the Sanctum of Harmony The Scatter, Floor 2 of the Sanctum of Harmony
Ever Curious
I supported the Witherbloom project as a Senior Game Designer starting on May 20th, 2025. Initially, the plan was to have me on this game only as owning the hub world design and narrative workflows. I was to deliver on…
Unreal Fellowship
Broken Wing is my personal project created during the three week fellowship program. I implemented gameplay to achieve a high quality arcade experience that includes these features as intended for playing on a single joystick:
Ghosts n’ Goblins x Dead Rising 4
Project: Dead Rising 4 / CAPCOM Heroes Engine: Forge, a proprietary engine at CAPCOM Vancouver Character: Arthur costume from Ghosts n’ Goblins series Goblin Target Practice A melee variation on Target Shooting archetype where five dangerous, evolved zombies must be hit…
Leading the Player Abilities team
Project: MythForce Engine: Unreal Editor 4 Feature: Player Abilities After unexpected attrition on the design team, I was quickly offered a chance to lead the Player Abilities team towards a critical milestone. This lightweight group made excellent progress in these two…
Narrative treatment for Game Characters
Project: MythForce Engine: Unreal Editor 4 Character: Hawkins, the Ultimate Archer As the leader for this small pod, I also owned narrative concepts and all string text and localization. Character Development I supervised production of three new abilities* for Hawkins after…
Research on Tomb Raider’s Third Person Camera
The Tomb Raider reboot from 2013 will always hold a special place in my heart. I frequently list it as one of the best examples of Open World design, but also one that captures the evocative potential of camera in…
Action Verbs for the Ultimate Archer
Project: MythForce Engine: Unreal Editor 4 Character: Hawkins, the Ultimate Archer Teamplay Archetype for Hawkins Ranged Initiator and Escape Expert These three player abilities are the most impactful verbs for Hawkins’ portrayal Design Intentions Hawkins uses strong bow weapon attacks, as…
Class-based upgrade systems
Project: MythForce Engine: Unreal Editor 4 Feature: Player Abilities For each of our twelve abilities, I designed and reached approval on three additional upgrades. These varied in scope, with the original intention that each upgrade must add a differentiator on the…
Mentoring at Vancouver Film School
Role: Mentor for student’s final projects Engine: Unity and Unreal Editor 4 When: Once a week over ~4 month period, from 2016-2019 Let’s focus on F.R.O.G., which is a VFS student project made in Unity. It is one of many games to…
Modding support for Tuning Packs
Project: Company of Heroes 3 Engine: Essence, a proprietary engine at Relic Feature: User Generated Content (UGC) Situation It was just over a month until Launch day, and I discovered our public editor was missing features. There was little production team…
Technical Gameplay and Level Design
I joined the team in mid-production, a bit over 6 months before this release candidate build.Initially, I audited project workflows and architecture; to improve consistency and advocate better for designer empowerment.












