I'm a Game Designer that loves designing Mechanics, Levels and Interfaces.
Check out some of my work.
What's New?
Making of Tris
July 3, 2011
I've added a flash game called Tris to the project page. I worked on the game with Nick Yonge. In Tris you control a shape changing "Tri" that can be pulled to become fast and streamlined or squished to expand like a parachute and slow down. You have to use this ability to survive and gain more points as you're flying though a randomly generated world.
My largest contribution to the project was creating the random block generator that can range from being difficult to easy while keeping a constant path for the player. My process was first creating a static one to see how complicated it is and then I tuned it to work for the game. After I felt the generator created a playable path, I started to script a moving generator. From there I worked on the visual style and making the speed dynamic with the player's stretching. You can read more about the game and my process making the generator in Tris' Page!
In other news, I have been level designing in a fairly small team for a game called Drumskulls.
Tideturner on VFS Blog
November 28, 2010
Vancouver Film School has featured Tideturner on their daily blog. Our Project Manager, Nick Yonge, answers questions about our development process, the future of Tideturner and what our experience taught us, from creating the game to bringing it to the market. Read it here!
Update: Tideturner has also been featured on Tech Vibes!
Mystic Ravine
November 16, 2010
Since graduation, I wanted to explore deeper into UDK, so I created Mystic Ravine, a new UDK level that is my own take on Myst style adventure games. My goal was to learn more about UDK's other features such as Cascade, Post Process Chains and Material editing. The level features two puzzles and changes from night to day when you venture through a cave.
Graduation!
October 23, 2010
I graduated with honours few days ago and now it's time to switch from a student to an actual game designer. Speaking of switching, TimeSwitch is up on the projects page, which received an award for Best Game Design Document during the award ceremony!
Some other highlights are, Unseen Island being nominated for Best Level and another concept of mine getting nominated for Best Machinima.
Single Player Level
October 19, 2010
I added Unseen Island, another UDK level to the website. This time it is a single player level where you crash land on an island and separate from your ship. You have to make your way back to the ship to repair it and leave.
Tideturner Bought
October 17, 2010
Some great news! Tideturner has been bought by MaxGames.com, a site with a wide selection of free flash games. You can play the new version on their site here.
Deathmatch Level
October 15, 2010
Please check out Lost Haven, my first level to be added to the site. Lost Haven is a death match level made in UDK. My goal while making it was to create a detailed and interesting environment that visually tells its history to the player though the use of props.
The tide is up
October 11, 2010
Tideturner, a flash game created by 4 students, is now on the website.
Getting Started
October 9, 2010
Right now, the site is still under construction, but there are some projects up on the projects page, such as our Unity 3D game, Gravitos. Including a download to the game and our design document.
You can also contact me using the form on the contact page.








