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Skills

  • Gameplay Scripting

  • High Level Game Design

  • Game System Design

  • Game Balancing

  • Game Mechanics Design

  • BSP/Whitebox

  • Agile Development

  • Scrum Methodology

Engines/Editors

Software

Scripting Skills

  • Unreal Engine IV

  • Skyrim Creation Kit

  • RedKit

  • Hammer Engine

  • Unity

  • Microsoft Office Suite

  • Adobe Photoshop

  • Adobe Illustrator

  • 3DS Max

  • Version Control (Perforce)

  • JIRA

  • C++

  • C#

  • Papyrus

  • Lua

  • Python

  • Excel VBA

Team Projects

12 Months

2021-

8 Months

2020-2021

12 Months

2019

5 Months

2017

5 Months

2017

Game DesignerCuttlefish – 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

​

Game Designer  Erica – Custom Engine – 14 Person Team – Interactive Narrative

  • 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.

  • Tuned and implemente GUI elements to ensure quality of visibility.

​​​

Game DesignerEdge Flip – Unity – 12 Person Team – Mobile Puzzle

  • Designed and implemented over 30 Levels, with different puzzle mechanics and themes.

  • Designed, tested, and documented boss challenges.

  • Balanced and adjusted level difficulty to ensure a smooth and fun challenge curve

 

Level DesignerUp In The Air – Unreal Engine IV – 13 Person Team – Open World

  • Designed and implemented a large portion of the game’s “gameplay bytes”, small and short games that make up most of the challenge.

  • Documented standards for gameplay bytes used by the entire team

  • Scripted and prototyped two of the game’s three arenas, which are larger challenges player unlock.

  • Collaborated with Software Development Team to finalize gameplay implementation.

  • Polished gameplay bytes to ensure high level of quality, including visual polish.

​

Level DesignerAuxilium – Unreal Engine IV – 50 Person team – Class-based Capture the Flag

  • Designed and collaborated with a team to create the four classes that the game is based on.

  • Collaborated with Game Designer, documenting and maintaining the character metrics.

  • Constructed layout, and flow of one of the game’s four maps.

  • 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

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