
Skills
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Gameplay Scripting
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High Level Game Design
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Game System Design
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Game Balancing
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Game Mechanics Design
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BSP/Whitebox
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Agile Development
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Scrum Methodology
Engines/Editors
Software
Scripting Skills
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Unreal Engine IV
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Skyrim Creation Kit
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RedKit
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Hammer Engine
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Unity
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Microsoft Office Suite
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Adobe Photoshop
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Adobe Illustrator
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3DS Max
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Version Control (Perforce)
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JIRA
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C++
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C#
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Papyrus
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Lua
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Python
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Excel VBA
Team Projects
12 Months
2021-
8 Months
2020-2021
12 Months
2019
5 Months
2017
5 Months
2017
Game Designer – Cuttlefish – Custom Engine – 20 Person Team – Live Action Interactive Narrative
• Designed new hero mechanics.
• Designed interactions and gameplay moments, working with writers and production to bring ideas from
paper to filming set.
• Tuned interaction sensitivity, matching player's movements to the action on screen. This included gravity,
acceleration, maximum and minimum movement speeds, friction, and other factors.
• Designed, implemented, and collaborated with art department to take ownership of GUI implementation
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Game Designer – Erica – Custom Engine – 14 Person Team – Interactive Narrative
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Tuned interaction sensitivity, matching player's movements to the world's. This included gravity, acceleration, maximum and minimum movement speeds, friction, and a other factors.
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Tuned and implemente GUI elements to ensure quality of visibility.
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Game Designer – Edge Flip – Unity – 12 Person Team – Mobile Puzzle
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Designed and implemented over 30 Levels, with different puzzle mechanics and themes.
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Designed, tested, and documented boss challenges.
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Balanced and adjusted level difficulty to ensure a smooth and fun challenge curve
Level Designer – Up In The Air – Unreal Engine IV – 13 Person Team – Open World
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Designed and implemented a large portion of the game’s “gameplay bytes”, small and short games that make up most of the challenge.
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Documented standards for gameplay bytes used by the entire team
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Scripted and prototyped two of the game’s three arenas, which are larger challenges player unlock.
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Collaborated with Software Development Team to finalize gameplay implementation.
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Polished gameplay bytes to ensure high level of quality, including visual polish.
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Level Designer – Auxilium – Unreal Engine IV – 50 Person team – Class-based Capture the Flag
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Designed and collaborated with a team to create the four classes that the game is based on.
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Collaborated with Game Designer, documenting and maintaining the character metrics.
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Constructed layout, and flow of one of the game’s four maps.
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Decorated and populated said map.
Education
SMU Guildhall, Masters of Interactive Technology, Level Design May 2018
Tecnológico de Monterrey, Bachelor In Computer Science May 2015
Additional
2018
Gold Winner - GDC's Game Narrative Review