LEVEL DESIGN
Apex Legends
While I worked as a sound designer on Apex Legends, I nevertheless had the opportunity to use proprietary level editing tools to iterate on and optimize pre-existing maps. I met with leads from design, animation, and narrative while crafting a new, as yet unreleased map replete with props, point and spline emitters, reverb and ambience volumes and more.
ReSource Engine
Brinkmanship
My graduate thesis game, Brinkmanship, was published on Steam last year. Developed with Unity and Yarn Spinner, I did the majority of the C# scripting and all of the level design.
By taking advantage of negative space I was able to create the feeling of a gigantic colony ship with very limited resources. Players begin in what we call the void space, which features only the points of interest, and nothing in between. In the gallery below you can see how that strategy was deployed, and how it ties into the game’s themes as we transition to the game’s more built-out finale.
Unity







Radio Exurbia
Radio Exurbia is a surreal driving exploration game about the relationship between the suburbs and what lies beyond them. In addition to driving, the game’s core mechanic revolves around swapping between two versions of reality, one dominated by bright light and clean lines, and the other by organic shapes and colors. As half of our two-person team, I designed and developed each of the game’s three sections in both realities.
The first sectoin of the game is tight, giving players a concentrated and well-bound area in which to come to grips with the controls. Once they’ve navigated this more area and learned how the reality switching mechanic works, they get to go outside. In this second section, I took advantage of Unreal’s terrain tools to create a wide-linear outdoor space for players to explore, hiding audio collectibles in various nooks and crannies.
Unreal Engine







Headbonk
Headbonk is an infinite runner I co-developed with a pair of other designers over the span of about a month. In terms of level design the game is quite simple, but in that simplicity there’s a good bit of nuance.
My biggest contribution to the game was writing the scripts that allowed it to be infinite. The system loads pre-designed chunks of level, allowing us to easily create bespoke moments as prefabs and string them together on the fly
My favorite feature is one I added pretty late in the process. I wanted things to feel truly endless so I put together another system that allows the game to reset as you fall, landing you right back at the start of another run.
Play it in browser here!
Unity
Here and There
Here and There is a level I made in Unreal Engine 4. My goals were to learn how to use level streaming, landscape materials, and in general to create two unique spaces that elicit very different emotions.
Unreal Engine
The Farm
A recreation of one of my favorite places on earth. The Farm is also a meditation on longing and missing that which is just out of reach. As players approach a pond and the sounds of friends enjoying the water, the player-character is slowed to an agonizing crawl, unable to reach their goal. When they turn around to make they’re way back up, the cabin begins to disappear.
Unreal Engine
Drafting sketch
Photo of the real location
Hall of Available Samples
One of my first projects in Unreal from 2017, The Hall of Available Samples is a museum of free 3D assets. Showcasing the work of dozens of creators from all across the Internet, the hall is based on the Hall of African Mammals in New York's American Museum of Natural History, expect now there's a lot more pizza.
Unreal Engine