Published Games

Tap Oceans Rescue Reef
Dive into the virtual ocean of Tap Oceans Reef Life, grow and care for marine creatures from colorful tropical fish to predatory sharks and massive whales.
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Designed, developed and implemented new features, revisions to the core loop and UI changes.
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Added clarity to different features of the game including shop menu and main game by collaborating with Art Director
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Designed and refined mission system
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Adjusted progression and economy systems in game
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Compiled and revised existing code to create intended functionality for new designs
Design Process:
One of the main things I focused on was emphasizing the core loop of collecting, feeding, and breeding. I did that by creating rewards that rewarded the use of using the core mechanics as well as balanced the numbers to allow for more consistent usage of said core mechanics. Balancing the in-game economy and shaping player progression and engagement

Design Process:
I was creating new events for the game. I wanted to figure out a way to allow for players to play these events consistently and to allow for players to get new characters while allowing for newer players to keep up. We ended up going with the route of players collecting tokens in the events to exchange for character pieces.
Looney Tunes World of Mayhem
Looney Tunes World of Mayhem is a turn based character collector where you collect new toons and create teams and battle.
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Managed and configured weekly events from development to post-production
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Designed and developed event token farming stages focusing on user experience, replay value, and progression to strengthen core gameplay loop
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Collaborated with Live Ops Managers to design and develop ideas and events improving player engagement, enhance replay value, and create fun and engaging gameplay
Galaxy Shooter
A 2D space shooter playable on PC that is similar to classic retro arcade games like Galaga.
I finished and completed the 2D Game Development Course and developed all major gaming mechanics from scratch from player movement, enemies, spawn managers, powers, speed boosts, powers, effects, menus, UI, and more by using C# and Unity3D.
Design Process:
My job was to take different ideas and combine them into a feasible game. We had a few ideas in mind like a rhythm style game, puzzles, and turn based but the mechanics that ended up being the most fun were the dungeon crawler style and deck building.. We were debating on 2D vs 3D and our artist at the time was more comfortable and familiar with 2D so we went with that.
For Combat, I wanted to make it so there was a variety in different attacks to allow for more versatility and situational combat. With one of the enemies, they had a vulnerability frame where if you hit them, it cancels their charge.
Kirsa
A 2D deck-building dungeon crawler built in Unity. A 4 person project including artists and programmers, in which I took on multiple roles. My duties included:
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Developed and implemented card and crafting system
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Developed and implemented player movement and attack mechanics
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Refined attack combinations, ranges, and receptiveness
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Worked on player and enemy hitboxes
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Enemy AI and Player detection
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Sliced 2D sprite sheets and applied animations
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Player experience and gameplay balancing