ShepherdXR, Lead Artist (Winter-Spring 2025)
An educational VR game teaching math concepts from arithmetic to algebra. As Lead Artist, I owned all visual aspects of the project—VFX, level design, and post-processing. I designed environments in Unity, built 3D models in Blender, wrote gameplay scripts in C#, and playtested on Quest 3. You can see Game Visuals here and Environment Design here .
Video trailer for the game Paracosm
A narrative puzzle game where players recover lost memories of a forgotten homeland. Working with two teammates, I led development—handling nearly all coding and designing the full story arc.
The player escapes a homeland that has been erased from collective memory. In Level 1, they gather artifacts proving its existence and present them to skeptical townsfolk. Level 2 immerses them in a timed vision of the homeland itself. In Level 3, they return to town and must persuade each NPC using evidence from the earlier levels.
I'm especially proud of the small details: NPCs whose heads track the player, dialogue that responds to proximity, and a densely populated opening scene that establishes the world immediately.
Tools: Unity, C#
Play Paracosm here
Small before (bottom) and after (top) image of Level 4.
Most assets have been created and animated by me.
What Remains of Me is puzzle game developed by a 100-person studio class at Northeastern University simulating professional production workflows—Agile processes, Jira tracking, QA scripts, and weekly standups.
I served on the Narrative Discipline and the Level 4 team, where I authored dialogue, wrote design documentation, and created pixel art assets. My background in creative writing shaped the story content, and I left with deeper skills in studio collaboration and visual storytelling.
Tools: Ink, Ren'Py, Unity, Jira
A card game set in a psychiatric hospital where players balance sensory input to avoid overload. I designed and wrote all narrative content—flavor text for every card and the mechanics for "month cards" that cycle each turn.
After completing the narrative work, I helped laminate physical cards at our makerspace and designed the pitch sheet. Full card documentation, including flavor text, is available here.
Tools: Procreate, Adobe Photoshop, lamination equipment
A tongue-in-cheek parody of classic Zelda games, built in four days at the Champlain Game Academy. I designed all levels, modeled the goblin and tank enemies in 3D, and produced the full sound design—my first venture into each of these disciplines.
Note: The itch.io version has audio issues due to a last-minute HTML conversion. Standalone sound files are available here.
Tools: Unity, Maya, Blender, Audacity
A physical escape room where players search for a professor who injured himself following an obscure online ritual. I created diegetic artwork that appeared within the game's fictional forum posts—illustrations depicting the dangerous procedure (ingesting chemicals, spinning, and "opening" the skull to absorb others' brain power). One piece served as visual exposition; another tutorialized a puzzle requiring players to mix the same concoction to restore the professor.
Full design documentation is available here.
Tools: Procreate
My first collaborative game development experience—a VR adventure-shooter-platformer built in two weeks during Northeastern's pre-college program. The core mechanic: a "Power-Gun" whose recoil propels players into the air.
I designed and tested the shooting range level, developed the branching narrative, and debugged the recoil physics system.
Tools: Unity, Padlet
A board game designed during my high school's annual project week, mentored by Lior Sabag, co-founder of MagicYard. Over one week of virtual collaboration, I wrote a complete game design document and created card assets. Each character explores a different mechanical application. I playtested at home using cards from existing games.
Tools: Procreate
A learning game teaching expectancy and equity theory for a college-level Organizational Behavior course. Full game design document here.
Tools: Lego bricks, documentation