Why: Sheridan College Capstone project
Roles: Game Designer, Programmer
About: Teach kids about their emotions, emotional intelligence and that their actions have consequences. Worked with Sheridan's Child and Youth Care program to get an understanding on what's good or bad about the game for kids. As well as Sheridan's Music Scoring for Screen and Stage for sounds and music. Finally the Theatre and Drama Studies for voice acting.
Had weekly team agreed meetings. Multiple presentations were done for a large group of designers to receive and give feedback on new or iterated ideas. Made graphs and flowcharts for the purpose of describing an idea, system or mechanic clearly. Would often post progress pictures unto the team's group chat for feedback
Tools: Miro, Godot, Git hub
Status: Released on Steam and Itch.io
Internship: Narrative designer

Why: Co-op
Role: Narrative designer Intern
About: Under NDA. Writing descriptions for characters, locations and tribes so, artists could make concept art. Write and storyboard a journal, recapping the story of the game as well the backstory of the protagonist's grandma.
Had weekly progress meetings with fellow interns and the owner of the company.
Tools: Miro, Jira
Why: 2nd year project
Roles: Game Design
About: As a safety regulation monkey check if the jungle gym park is safe to open.
I used a lot of telemetry data gathered through in-person playtests to determine pain points and difficulties players may have had in the levels.
We worked a lot in person, 2 days a week we would do work in the same room for the game or finish a group assignment.
We also implemented a "t-shirt ideas" channel to our discord server as a way to bond with each other and make funny photoshop edits.
Tools: Unity, Miro, Jira
Why: 3rd year project
Roles: Game Design, Programmer
About: Parody of gacha games mixed with idle game.
I used a lot of feedback from remote playtesting to dictate if players were feeling the way I wanted them to, as well as to see if I could increase the gacha parody annoyance enough to where players are not quitting.
Had weekly in person and remote meetings through difficult scheduling. Made dev logs that were posted on itch. Learned about asking for help when I didn't know how to do something or if I was not gonna be able to finish something.
Tools: Unity, Miro, Confluence
Why: Solo project, Learn Godot
Role: Programming
About: Learn how to use Godot. Was bored and wanted to make a game. Used voxels, made a selling and buying system, inventory system, and swimming with oxygen. Made a modular upgrade system for items.
Tools: Godot, Miro
Blending In

Why: 3rd year narrative design project, Solo project
Role: Narrative Designer
About: Play as a chameleon with social anxiety trying to blend in with others.
Show the story of this chameleon without dialogue, so telling it through gameplay and levels. Mapping out what can be understood through gameplay and what couldn't.
Tools: Unity, Miro
Trawl

Why: 2nd year project
Role: Narrative Designer
About: A game about the dangers of trawling the ocean depths.
Did a ton of research on the effects and reasons of trawling. Learned about fishermen and fish farms as well. Used the research to tell a story about 2 sides: the environmental side, and the fishermen side.
Tools: Twine, Celtx
Projects
Disciplines
Game Design
See the projects I've worked on as a game designer:
- Made graphs and charts to communicate information for the team
- Documents such as GDDs and One Page designs for efficient communication with others
Programming
See the projects I've worked on as a programmer:
- Godot, Unity.
Narrative Design
See the projects I've worked on as a narrative designer:
- Twine to write and playtest branching stories
- Used Miro to organize branching narratives















