New brand identity & site

It has been a while since I’ve updated my website, so I am quite exited to finally unveil my new logo and website. I’ve been itching to have my own logo for a while and designing for yourself is a challenging task. This has been something I’ve been slowly building upon overtime and have finally settled with a meaningful design that I’m proud of. With the new logo comes a site that pays homage to some features of my old one, such as the colours, but also brings in some much needed modern features, like supporting different media screens. I…

Rise is out!

I’m very excited to announce that Rise: Battle Lines is set to release on October 19 on Steam! Rise: Battle Lines has come a long way since the last time I posted about it here with improved gameplay, environment, UI and more great music and SFX. Please check out the Steam game page and the game trailer! Our game may be in early access but it’s ready to go and play and is in a proper late beta state. During early access, we are aiming to add extra features to what we already have and polish/improve things to give an…

Resident Evil

Lately I had the pleasure to work at Slant Six Games on Resident Evil: Operation Raccoon City in a Design Support position. It was my fist venture in a AAA environment so it was quite an interesting and exciting experience for me. In my role, I worked closely with the lead designers and scripters to create level content for the game. My work included pickup placement and balancing in multiplayer, cover volume placement, intel collectable placement in campaign levels, scripting in multiplayer, and testing and giving feedback to the scripters and designers. One challenge was to balance multiplayer levels to…

Graduation & VFS work!

I graduated with honours a few days ago and now it’s time to switch from a student to an actual game designer. We had a graduation award ceremony and my game design document, TimeSwitch, received an award for Best Game Design Document. Some other highlights are, Unseen Island being nominated for Best Level and a cut scene concept of mine getting nominated for Best Machinima. Here’s some of the projects worked on during my time in Vancouver Film School: Games Gravitos Gravitos was our final project at VFS, a top down space shooter developed in a team of 3 over…