Game Designer
Game Design
Penny’s Big Breakaway
Evening Star Studio
PGA Tour 2K23
2K Games/HB Studios
Animatic
The New York Times Games
Personal Work
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Evening Star Studio
Level Designer (2023 - 2024)
QA Test Associate (2022 - 2023)
Genre: 3D Physics-based Action Platformer
Publisher: Private Division
Platforms: Steam, Switch, PS5, Xbox Series S/X
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Level Design
Designed gameplay revisions, layout clean-up, and environment decor across
15+ story mode levels across Vanillatown, Moltobene, Industria, and Edditorium worlds.
Led the gameplay design and art direction of the Star Globes world, along with final gameplay tuning across all levels.
Game Design
Owned the balancing of the in-game scoring system and economy.
Set point values for all in-game character moves, interactions, superlatives, and level targets to unlock postcards.
Quality Assurance
Was the primary internal QA Associate, and performed regression testing across all major platforms for 1st-party submissions and publisher milestone deliveries.
Vanillatown 1-4: Downtown Showdown
Level Playthrough
Vanillatown 1-4 went through several iterations during it’s design process. Initially, the Penguinball Boss Battle was built into the finale of this level. I was tasked with removing the Boss Battle from the level and replacing it with core gameplay sections. I also added in Denizen Dilemmas and Super Coins; these are collectables found in every game level.
Industria 7-1: Magnetic Attraction
Level Playthrough
For Industria, I was given the levels in a whiteboxed state and utilized our studio’s proprietary 3D engine tools to paint and decorate the entire world. I did this across Vanillatown, Moltobene, and Edditorium levels as well.
This involved manually “painting” all terrain faces/edges, building out new geometry for mid-ground architecture, placing decals and environmental decor, and gameplay adjustments as needed while ensuring gameplay continuity.
Star Globes 7, 9, and 14
Level Playthrough
The Star Globes are a series of 15 challenge levels that can be unlocked by getting collectibles in Story Mode. They typically focus on 1-2 gameplay objects used in creative ways not found in other parts of the game.
I led the world’s visual direction to ensure it did not conflict with the existing gameplay, as the levels had been built prior to any conceptual art or asset creation.
I took complete ownership of 3 levels, and did all final level revisions and environment decor for the remaining 12 levels.