ACTIVITY FEED

When work and play are one and same, you tend to amass a pile of personal projects. Below you'll find updates on my personal work, as well as a few of my many, many design documents. Some documents I drafted as part of design tests whereas others were just for fun - must keep the gears greased.

In short, I'm always up to something and here's where you'll find it. Enjoy!

March 20, 2018

As a gamer whose teeth were cut on NES, SNES, and DOS classics, one of my favorite design activities is to modernize those experiences into modern-gen adaptations. So, in a trial of content-stretching, I am attempting to use...

March 7, 2018

A level design document I created for an on-rails FPS idea titled Halls of the Metallurge for id Software. Isporators included various post-apocalyptic and id titles like Rage and Quake. While the test eared me a job offer d...

March 7, 2018

ORG is a project I've been working on alongside several industry vets for a few years. Game creator Geoff Tuffli sums the game up best:

"ORG is a persistent F2P (with optional microtransactions) OSX, Windows, iOS, a...

March 6, 2018

A personal design document I created for a high-fantasy action RPG titled Tarish. The design features out-and-back progression with the maze's Eye of Auruk serving as catalyst for 'waking' the dungeon. All 3D...

March 6, 2018

A personal level design document I created for a high-fantasy action RPG titled Sky Train 6. Themes borrow heavily from Final Fantasy 3 (SNES). 3DS Max was used for all 3D level work before punching up in Photoshop....

March 6, 2018

A personal level design document I created for a high-fantasy action RPG titled Skygräd. Early Final Fantasy games were a huge inspirator for both of my Shattered Skies of Aurelia designs. 3DS Max was used for all 3D level w...

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