Featured Projects

3+ Years Design Experience | 1+ Years Professional

“Pokémon Steelheart is a ROM Hack of Pokémon Black 2 that takes place in the Orre Region, a ‘Mad Max’-like region that takes geographical inspiration from the Phoenix, Arizona area. The Orre Region is not new, as it was previously established in Pokémon Colosseum, and Pokémon XD: Gale of Darkness, both for the Nintendo GameCube. This game aims to build off of the world that GameFreak and Genius Sonority created.”

Initially a summer project in 2021, Project Steelheart has become a concurrent work, garnering a small following by pursuing research into Gen 5 Pokémon ROM hacking. The game being modded, Pokémon Black 2, is being used like a game making engine, much like Unity or Unreal Engine 4. Along with the help of multiple tools created by a community of modders and hackers, I am able to apply typical game design techniques and pipelines to create something new. This isn't atypical for the Pokémon ROM Hacking community, but with the Generation V games being very new to the modding scene, I have been leading the trend with a trial and error mindset. It's very possible that this game could become the first Generation V Pokémon Hack with a new region, storyline, characters, and mechanics built in.

I’ve also used Steelheart as a way for me to work on game development and producing skills. Taking the skills and lessons I was taught during the development of Elementa, I have been able to create a team and work with them in a way that yields the best product we can make!

This project has also been an outlet for me to experiment with character design. Pokémon is very much centered around its characters, so nailing down designs and having them resonate with an audience is key. Players need to feel like this world is lived in and real. On top of that, an exploration into character development is an important aspect of this project. Considering that I wanted the game to have an adult tone, I want the player to feel like they are playing a game with story beats closer to an Indie RPG.

Files for playing the game, as well as design docs and resources are below.


“Elementa is a 2D platformer where players harness fire, water, or metal as they race to the end of the stage! Embrace the environment to create new avenues of pathing.”

This project was something I worked on in between classes from 2019 to early 2021, and it was showcased at Boston FIG in February of 2021.

The game itself is a 2D momentum-based platformer with a heavy emphasis on quick decision making. Elements from games like Sonic The Hedgehog, Rivals of Aether, and Katana ZERO are all prevalent in its design, from the way levels are created, to a larger feel of parkour and punk culture.

I used the project to push myself into working with the Unity Engine, as much of my classes did not push us towards this direction, but more design work and theory. As I had little knowledge of programming, getting the game running was tough. Much of my time early on was spent conceptualizing the world, characters, and how mechanics should be played out.

By September of 2021, I decided to form a small team to get the project to a playable state in the four months before Boston FIG, with the purpose of having it funded later on. Other goals for this stretch were to develop the game’s story, design, and concepts to a point where it can get picked up at any time to start development again.

Links for playing the game, as well as design docs and resources, are below.


“Get-A-Grip Chip and the Body Bugs sends Chip on a new mission: enter the human body and dismantle digestive distress! In this satisfying 2D platformer, master Chip’s grappling hook to get things flowing. Raise an army of white blood cells to fight off the Body Bugs as you grapple for guts and glory.”

Get-A-Grip Chip is a game developed by Redstart Interactive that tells the story of Chip, a little robot with a grappling hook saving its friends. In the second half of 2021, I was brought on to help out with the level design and storyboarding for their DLC, Body Bugs.

This was my first time working with a studio. The ability to collaborate with a myriad of creative minds, as well as be a driving force in the creation of a game that would go to market, was amazing. The work cycle was during the first semester of my final year of college, putting a lot of weight on my back to complete my share of the work, my assignments, and other personal projects.

The thing is, my greatest take away from that experience wasn’t the immense amount of work in the games industry, or the need to create quality content rapidly, but the importance of communicating with people. I learned that I needed to talk to my higher ups about what was expected of me and what I could do. I was grateful to be a part of a team that understood my situation, and because of that understanding, I was able to put out better work both for Redstart Interactive and my classes.

Links for playing the game, as well as reaching Redstart Interactive are below.


“War… With Words

Fast, turn based gameplay with rich storylines and unique battling mechanics. Pilot a mech, fight enemies, use your words, and save the world!”

Habit of Force is a tactical turn based RPG started by Professor Brandon Sichling. A space opera inspired by mecha and 80’s anime, the game aims to take a different approach to the genre in terms of gameplay and story.

I was able to be a part of the team during the early production phase in the Summer of 2020. Much of my time was learning how to work in unity, and relaying design ideas to Brandon and the rest of the design team. Much of the code I wrote became rudimentary to the game, and eventually would be relayed to other students as classes began. It was the first instance of me working with a larger team in hopes of a product going to market, giving me insight to the amount of work and effort needed in an open development cycle.

Links for resources on the game are below.


“You will play as a hamster wizard, journeying through the land, battling demonic critters who are trying to stop you.”

Pip’s Quest is a battle simulator created as a final project for my Generative Game Design course. In it, you play as a hamster wizard, Pip, trying to slay his way through enchanted biomes infested with enemies. The game is basic and rudimentary at its surface, but the underlying code and mechanics are more complex.

The project detailed our group to create a game that used a procedural content generation system. Most of our minds went to something of an encounter system, and the complex enemies that can be generated. None of the fights are “random”. Everything you experience has been calculated with specific odds in mind, giving each playthrough a completely different experience.

Everyone in the team had a part in design, as well as a secondary role, with mine being the creation of the UI for the spells, as well as the environments.

Links for playing the game are below.


“Clone Hero is a free rhythm game, which can be played with any 5 or 6 button guitar controller, game controllers, or just your standard computer keyboard. Download the game, copy your song charts into the song folder and enjoy hours of fun!”

Using an application called Moonscraper, I am able to take songs and create a Clone Hero chart to play with in the game. The process isn’t complicated, but it takes time, as mapping each individual note to a key, and making sure it feels fun to play is time consuming. Regardless, it fulfills my itch for creating music and listening to some of my favorite songs over and over again. Plus, it’s just really fun.

Links for Clone Hero, Moonscraper, and my charts are below.

Project Steelheart
Time on Project: Jun 2021 - Present
Role: Project Lead
Status: In Development
Time on Project: Jan 2019 - Feb 2022
Role: Project Lead
Status: Hiatus
Get-A-Grip Chip and the Body Bugs
Time on Project: Aug 2021 - Dec 2021
Role: Storyboard and Level Design
Status: Released to Market

Other Projects

Habit of Force
Time on Project: May 2020 - Sep 2020
Role: Programmer/System Design
Status: In Development
Pip's Quest
Time on Project: Jan 2022 - Apr 2022
Role: System Design/Scenery Art
Status: Finished
Clone Hero Charts
Time on Project: Fall 2021 - Present
Role: Transposer
Status: On and Off