Witherbloom

Third-person Action RPG gameplay with survival 4 player co-ops for dungeon-crawler Pick 1 of 16 classes Overcome twisted aberrations and surreal environments Plunder divine realms for resources, allies, & answers Rebuild a shattered world… if you can survive. Main Responsibilities…

Hope in the City

Disclaimer: Through proud of my work and this project’s message of tolerance, I choose not to share publicly about it. During my two-month contract on this project, this team of 8 developers was pushing towards a second playable demo deliverable…

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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…

Project Adam

All concept art shown on this page was created by Vinz My Role: Technical Game Design Lead As one of three leads on the project, I managed a team of 4-8 technical designers for 16 months. Our project intentionally avoided…

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:

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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…