Co-designed (with Jeffery Guard at Brilliant-Sole) for the BrilliantSole prototype platform that allows users (first-responders) to get real time information via insole embedded haptic devices. This was for a NIST First Responder Challenge. The designs were implemented into three different real-time Unreal Engine VR simulation scenarios as three different haptic signaling interfaces (one for each challenge scenario: Law Enforcement, Fire and EMS).
Encroaching Darkness
A 48 Hour Game Jam Project: Orthogonal 2D exploration game. Player moves character around and has limited visibility based on the amount of oil available. The character can collect keys and open doors to escape the underground but must use some oil to light torches in order to see the map. If the player is no longer lit (i.e. the player runs out of oil and is not underneath a lit torch) it is Game Over. Escape the dark underground before you succumb to the ever encroaching darkness.
Co-Designed principle game systems. Created the little UI that was in the game. Designed and built the gameplay level.
A Big Mistake: Dragons’ Rest Antechamber
Served as the principle designer on the interior portion of the Dragons’ Rest Antechamber space in A Big Mistake, a game modification for The Elder Scrolls V: Skyrim. Also performed some organic detail-work in the cave portion of the level. Placed and scripted environmental objects and quest stages in the level, including aesthetic and lighting elements and audio sources.
A Big Mistake: Halls of Insecurity
Lead the level design, building and scripting on the Halls of Insecurity play area in A Big Mistake: a fully voiced quest and dungeon modification for The Elder Scrolls V: Skyrim video game for PC.
TZH: Arcade
Designed and implemented the Graphical User Interface and its interactions for the PC and Macintosh game TZH: Arcade.