Game Design

The Sims 4: Lovestruck Expansion Pack

Life Simulation Game

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Role: Game Design Intern

Feature Designer:
- Romance Consultant Career
- Romance Skill

Additional Design Contributions:

- Player Progression Rewards
- Core feature ideation for pack theme
- Cross-discipline collaboration on feature implementation
- Championed inclusive and diverse design choices

Wrote player-facing content for:
- Career Level Descriptions and Branches
- Skill Descriptions and Interactions
- Rewards and Notifications
- Feature Guide Text


Role: Lead Game Designer

Feature Designer:
- Notebook System
- Time Travel Mechanics
- Grandfather Clock Minigame

Narrative Design Contributions:
- Designed the notebook as a core investigative tool supporting player-driven storytelling
- Structured narrative flow across multiple time periods to guide exploration and clue discovery
- Collaborated with level design to align spatial layout with story pacing and puzzle moments

Production & Team Leadership:
- Managed Jira boards and spreadsheets to triage bugs, track design tasks, and prioritize feature polish
- Delegated tasks across the design team to keep development on schedule
- Led weekly playtest sessions and design reviews to guide iteration and maintain clarity of player goals

Additional Design Contributions:
- Directed puzzle design to support mystery progression and environmental storytelling
- Defined player objectives, quest flow, and moment-to-moment guidance
- Maintained alignment across narrative, design, and visual feedback systems
- Oversaw the development of the level design and kept it on vision and on track

Devotion of Escher

3D Mystery Puzzle Game

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Stumblesaurs

Multiplayer Tilt-n-Tumble Arcade Game

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Role: Game Designer

Feature Design:
- Crafted the core gameplay loop around balancing two stacked dinosaurs utilizing tilt and tumble mechanics
- Implemented a dynamic control system with randomized inputs to enhance player coordination and adaptability
- Designed local co-op gameplay to foster teamwork and deliver an engaging, chaotic experience

Extra Design Contributions:
- Defined clear player objectives focused on navigating an urban environment while minimizing destruction
- Designed intuitive feedback mechanisms to communicate balance status and control changes
- Refined gameplay flow through iterative testing to optimize player engagement and cooperative interaction


RATZ

Economy Based Euro Board Game

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Role: Game Designer

Feature Design:

- Developed Economy System (Food and Rat-Bux as primary resources)

- Designed a 5-Action Point (AP) turn system allowing players to move, buy food, use/buy player cards, beg for money, and take tile-specific actions.

- Created stealing mechanics, where players can steal food, money, or held cards, with consequences for being caught.

- Developed a "Jail" mechanic for various infractions (e.g., tax evasion, stealing, failed robberies), imposing a 2-turn sentence and offering choices to gain Morality or Education.

- Created occupations (Criminal, Bus Driver, Food Service Worker, Police Officer, Lawyer, Doctor), each with persistent effects, entry requirements, and morality-based bonuses.

Extra Design Contributions:

- Defined the objective as being the last Rat alive and not serving a life sentence in jail.

- Implemented an "Event Card Deck" with new event cards drawn each cycle, immediately affecting gameplay.

- Designed specific actions tied to various map locations, some unique to certain occupations, encouraging strategic movement and decision-making.