UpRooted

Uprooted Concept Art

UpRooted is a 2D adventure game that was inspired in part by HyperLight Drifter. The player can swtich between the two protagonists, a mage named Anaiah and her paladin friend Finn, as they work to un-hack a forest in a world where technology and nature are intertwined. This is the passion project of my friend Kayleigh East, and I am part of the twelve-person team helping her bring it to life. In Spring 2022, this project was accepted into the Magic Maker Program, a partnership with RIT and Rockstar Games.

My focus in this project is the Level and Enemy design and implementation. As of Summer 2022, I have created several levels for the game so far and have designed and programmed eight unique enemies, including two bosses. During the Magic Maker sprint I helped clean up and refactor code for player attacks and several other game mechanics, as well as implementing art assets. Now I'm working on prototyping more enemy designs, puzzles, and other cool future plans!




Rocksmith+

Rocksmith+ Title Art

During the late summer and spring of 2022, I was accepted as an Intern at Ubisoft San Fransisco and worked on Rocksmith+! While I'm not allowed to talk about the specifics of what I worked on, I did a lot of design planning, documentation, and prototyping for some potential future features in the game. I helped run a design brainstorm with multiple designers and brought a full prototype to fruition in their proprietary software.




The Lawn Con

The Lawn Con is a 2D educational game that aims to teach the player about safe lawn care habits and how both good and bad lawn care affects the environment. The player creates their lawn in a 5X5 grid, then performs actions on the different kinds of tiles throughout the in-game week. This game was created as an attempt to make a simple educational game over a short period of time. During the class I coded the day cycle, marking which actions the player used and what effect they had on the lawn. I was also in charge of balancing the effect of each action and implementing the stats of each seperate tile type. I later used the game as a base for my Game Audio class final, where I created and mixed all the sound effects in the game. I used Reaper to edit the sounds, and imported them all to Unity using Fmod.




Girlboss in Arcadia

GirlbossArcadia

Girlboss in Arcadia is a simple 2D game made in an arcade style, where the player must attempt to reach the end of the game with the highest score possible. However, with each door and chest the player comes across, they must sacrifice a heart to make progress. This game was made in under 48 hours as part of an RIT Game Jam. I helped code the basic platforming system and designed most of the levels.




Showdown at the House of Blue Beats

Sandgarden Showdown

Showdown at the House of Blue Beats is a rhythm game adaptation of the final scene from the movie Kill Bill Volume 1. This game was made over the course of five weeks to practice rapid prototyping in a four person group. The game captures key points of the final fights against the yakuza boss O-Ren, along with her underlings, Gogo and the Crazy 88. I worked on the overall design of the game, but was also the one to import all the audio tracks and time the enemy spawns to the beat.