Portfolio: Wyshbound

Studio: Knights of the Island

Role: Lead Director, Animator, Level Designer

Project Summary: An action-adventure game heavily inspired by classics from the 80’s and 90’s, with a 2010’s cartoon renaissance art style. A true sentiment to old school and new school gaming, with an easy to access play style so young and old can enjoy it all the same.

Responsibilities: Built a high-fantasy world that invites curiosity and rewards exploration. Designed characters whose gameplay mechanics complement their personalities, supporting growth beyond their starting archetypes. Crafted puzzles and levels that challenge players’ understanding of the environment while emphasizing replayability.

Engine: Unity

Portfolio: Birden

Studio: Long Island University - Senior Thesis

Role: Creator, Level Designer

Project Summary: Most platformers move players from a leftmost starting point to a rightmost endpoint. Birden flips that structure, after completing the journey once, players must retrace their path with expanded movement abilities, relying on their knowledge from the first run. Presto begins as a young bird unable to fly, but after reaching adulthood, he must return to his nest using his newly gained flight.

Responsibilities: Developed the core concept for the game and its characters. Designed enemy types and behaviors that respond to both the environment and the player’s moveset. Built the game’s environments and levels, including puzzle design and enemy placement.

Engine: Unity

Portfolio: Existential

Studio: Long Island University - Existential

Role: Creator, Creative Designer

Project Summary: The feeling of existential dread can be difficult to articulate. Tasked with conveying this emotion through interactive design, this walking simulator begins in a small, brightly lit bedroom before gradually revealing the isolating sensation of being one among millions.

Responsibilities: Conveyed themes of existentialism through simple assets and restrained visuals. Designed the player’s path to gradually reinforce a growing sense of isolation.

Engine: Unity

Portfolio: Brew Below

Studio: Knights of the Island

Role: Lead Director, Animator, Gameplay Designer

Project Summary: A survival-horror game created for Scream Jam 2025. Stuck in a dungeon brewing potions for the man behind the grate, will you meet your quota and SURVIVE? This game uses the 2D art style used in Wyshbound, but places it in a 3D environment to create an immersive, eerie experience.

Responsibilities: Concepted the core gameplay flow and player input mechanics. Designed monsters and characters to function within a limited environment. Built a persistent sense of unease, encouraging players to second-guess their actions and make mistakes that amplify tension.

Accolades: Placed 23rd overall in Scream Jam 2025

Engine: Unity

Portfolio: Portal 2 - Prison Break

Studio: Long Island University - Prison Break

Role: Level Designer

Project Summary: Tasked with designing puzzle centric levels that convey narrative through environmental storytelling. These five levels depict a prison escape, with a strong emphasis on the emotional bond players form with their companion cubes.

Responsibilities: Designed the structure and flow of each puzzle while emphasizing reliance on companion cubes under increasing pressure. Engineered a sense of artificial trust between the player and an inanimate object, which is ultimately broken in the finale to create a moment of betrayal.

Engine: Portal 2 Level Editor

Portfolio: Supermarket Simulator

Studio: Long Island University - Supermarket Simulator

Role: Creator

Project Summary: Welcome to the most disorganized, liminal supermarket imaginable. Designed as a goal-less experience that remains oddly addictive, the game finds its joy in the simple, colorful act of stacking produce.

Responsibilities: Designed a vibrant environment with minimal visuals but an oddly satisfying gameplay loop. Built physics that made each fruit and vegetable feel unique in weight, encouraging players to toss, stack, and experiment strategically.

Engine: Unity

project birden

Level and concept designer

For my senior thesis class I worked with a team of people to create a platformer. We wanted to make a game where the player needs to learn to adaptability.

This level showcases the bird starting as a baby, unable to fly only being able to run or jump. Once the player reaches the end of the level the bird grows older and gains the ability to glide.

With further development of the game we hope to introduce the player to a plethora of new mechanics to change the pacing of each level and keep the player vigilant.

Portal 2 levels

Narrative Based Level Design

Level 1 - Cell Block

In this level the player learns to utilize buttons and control switches. It’s intentional that they begin to become dependent on their companion cubes.

Level 2 - Sewers

In this level the player learns how to use bounce gel to jump back and forth over the deadly sewage water. In the end they must leave behind a companion cube in order to progress.

Level 3 - The showers

The players find themselves out of the sewers and inside the prison bathrooms. They can now use speed gel to help them make longer jumps. Again the player must leave behind a companion cube in order to progress.

Level 4 - Ceiling Vents

The player has to operate switches from above to manipulate the rooms below them. Once they deactivate all the laser grids, one companion cube must stay behind to deactivate the last one.

Level 5 - Escape?

With only one companion cube remaining the player can scale down the side of the prison. In the windows they can see their previous companion cubes being detained by prison guards. Just when the player thinks they’ve escaped, their final companion cube betrays them.

Board games

Design and rulebook writing

Humpty Dumpty

This game is all about creating the fastest and most optimal route, while also finding ways to slow down your opponents.

Bad droid bounties

Ever wanted to prove to your friends that you’re the toughest bounty hunter on Mars? Then step right up and play this strategic 1v1 bounty hunting board game!