This is a no-commentary playthrough of one of the missions I spent the most time working on. It was heavily featured at an E3 demo, so it had a lot of eyes on it. In this mission, one of my many jobs was to reconcile linear narrative continuity with non-linear gameplay objectives. Three different cutscenes can play in three different locations depending on how you play the mission. Making sure that lines of dialogue make sense and have good timing regardless of where they are triggered from was also important in a large sandbox mission like this.
These were the two levels I was responsible for adding to the DLC for Captain Toad. The first was a bonus level that appears between stages while you’re playing. I was tasked with making it as a low-impact way to learn the tools, and I was able to get a version up and running within my first week on the job. After that, I was tasked with making one of the last stages in the DLC, meant to be one of the more challenging levels in the game. The design goal was to combine the two main new mechanics from our DLC, the crown chips and the ghost hunting, into a single level. This one was a really fun design challenge and it went through a lot of different iterations before I landed on the final result.
DigiPen Instutute of Technology Student Projects (2011-2015)
I graduated from DigiPen Institute of Technology in 2015 with a BA in Game Design. During my time at DigiPen, I gained experience working with small teams of programmers, designers, and artists to create great projects. I also made a number of games on my own in a solo capacity.