↓ Spotlight Project ↓
Stardust In Retrograde
Combat
HUD
Menus
Level
Castor and Pollux, brothers born of falling stars, go on a journey to return the stars to the night sky.
This action-adventure features combat sections and light platforming. I was responsible for originally mapping out and blocking out a tutorial and two original levels, leading part-time level designers and set dressers, and overhauling all of the game’s menus and most of the in-game HUD.

↓ Other Projects ↓
Knight Light
HUD
Menus
Systems
Level
As nightmares manifest lay siege to a sleeping city, their fierce protector — the Knight Light — awakens to protect it.
This action-adventure features primarily 3rd-person combat and point defense mechanics. As design producer, I hired and managed the design team and regularly audited our progress. I also spearheaded reworking the game’s UI in favor of creating a responsive, cohesive interface to support player outcomes.
League of Legends (Fan Patch) — Attack-Move Update
Accessibility
Game Feel
Systems
Making Summoner’s Rift accessible for more players, regardless of their ability.
This concept for an unofficial update to League of Legends proposes quality of life updates to the game’s Attack-Move command targeted at disabled players.
Fill ‘Em with Holes
Combat
Game Feel
HUD
A brand new subway station has been built, and all the local vermin have declared it their turf. They just don’t learn — Big Tom always gets first dibs.
This prototype for a first-person combat controller features quadruped movement, melee ability rotations, and shooter mechanics on gamepad.
Dead Cells (Fan Patch) — Wayfarer Navigation
Accessibility
Game Feel
HUD
Systems
The Beheaded needs a better map. Or perhaps… none at all.
This concept for an unofficial update to the hit game Dead Cells pitches and update to the in-game mini-map and navigation gameplay loop, as well as a mid-production pivot.