This page contains games that I have worked on and includes descriptions of the work and the projects they belong to. This page will be more about games than my work in VFX so if you are looking for that instead, you can find that on the “All Effects” page located in the menu at the top of the page.
Honor Brawl | Lead VFX Artist
March 2018 – June 2018
This project was done in Unity with a team of four others and gave me an opportunity to spend a lot of time working on prototyping effects and experimenting with different styles and ideas. The team changed the games genre and style many times so collectively we shared many roles aside from our main jobs we were in charge of. Along with the main task of VFX, I also worked on prototyping some mechanics and creating the main menu as well as some other elements of the UI. The changing of genres and styles also allowed for a lot of rapid prototyping for the different game concepts had by the ream before finally landing on the final concept.
Atlas Levels: Portals | VFX Artist & Game Designer
February 2018

Early tests of the portals. 
Blockout in level tests
This project was done in Unity with a team of five others and my task was to create a prototype of the portals from the game Portal. The goal was mostly focused on getting the basics of the functionality of the portals done in a short amount of time and once that was completed I spent some time adding the functionality of the cameras and render textures. Since we only worked on the project for a short time, the portals were not functioning exactly as intended and were still in the prototype stage, however they were a big stepping stone leading up to the World Portals in Honor Brawl where I completed the functionality.
Briefcase | VFX Artist & Level Designer
January 2018 – March 2018

Leaves Particle System 
Early Blockout overhead view
This project was done in unity with a small team and my job was level design blockout as well as various VFX such as creating a Cel Shader and environmental effects. Since the project ended in early stages of development the project stayed in blockout and much of the work was left incomplete.
Q*bert | AI Programmer
December 2017

This project was made in Unity with a team of three others and I was tasked with creating the Enemy AI, their sprites, and some supplemental mechanics such as spawning, death, modified physics, etc. I managed to create the state machine for all of the AI in one night which left me with extra time to help my team mates with their portions of the project.
Level Design Study
April 2017

“Old World Bunker” 2D Layout 
“Wreckage” 2D Layout
This project was to prototype level concepts with the intent to have them later created into levels. The goal was to create and iterate in 2D to save time when it came time to work 3D and both map layouts had gone through several versions before ending up at these points.
Tetris Remake
February 2017

This project was made in Unity and my desire was to create a game a little more intricate than my remake of pong since this was very early in my time working in any form of game engine. Tetris is one of my all time favorite games, so I felt this was a good project to try out. In the end, for the limited experience that I had and the single week I spent working on it, I felt it came out pretty decent.
Pong Remake
February 2017

This project was made in Unity and was my first time ever working in a game engine. It is a basic project that almost everyone makes at one time or another, but it is my starting point and I have it here as a way to remind me of how far I have come. At the time of making this remake I had almost no experience with programming, and this was the first thing I actually made in a game engine.
Last Stand
January 2017

This project was the first game I had ever created. Though not in a game engine, it helped me to learn a lot of the skills needed to begin my work in unity and beyond. The game, Last Stand, is a competitive 2+ player game where two factions are controlled by opposing players/teams. The survivor faction’s player/team is charged with guarding their base and making defenses, while the monster faction’s player/team is tasked with destroying the base. The game was heavily inspired by Horde Mode from the Gears of War franchise, but I thought it would be fun to put it into the analog medium with some modifications of my own to help it fit the setting.




















