LATEST PROJECTS
Project | 01
Video Games - Mobile | Cookie Jam and Cookie Jam Blast by Jam City
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Cookie Jam and its sequel Cookie Jam Blast are match-3 mobile games that have been around for a decade and six years, respectively.
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I worked on Cookie Jam Blast as an Associate Content Game Designer in 2020. In this position, I rapidly created, finetuned, and critiqued match-3 levels of varying difficulties using in-house editors within Unity. I created documentation for the editors and its connections with SourceTree for my teammates to use during a transitional period. I was able to interview potential hires and trained new hires in Unity using this documentation. I also kept very tight communication with the engineering team when it came to editor asks and bugs.
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I was promoted early on to a Content Game Designer and was able to help with pitching new mechanics and QoL asks alongside other content game designers. Roughly in 2023, I moved to work on Cookie Jam to create and revamp features, as well as support other designers where I can (testing, adding content, etc.). I create pitch decks, present them, and if successful, write a spec document for the feature. Once the spec is approved, I work with various teams to get the feature made, tested, and shipped! I've worked on a revamp for the daily reward system and a revamp for a PvP event called Ice Cream Derby. Both are available to play right now! Screenshots and video(s) are provided by me, from the the Live game.
Current efforts cannot be shared at this time to due legal obligations.
Project | 02
Video Game - Mobile | Storyscape by Fogbank Entertainment/FoxNext Games
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Storyscape is a single-player, narrative-driven mobile game with five unique stories: Eternal City, James Cameron's Titanic, Life 2.0 Season 01, The X-Files Season 01, and Edge of Extinction. The game launched worldwide in October 2019. Unfortunately, the app is currently unavailable for download at this time.
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I worked on The X-Files Season 01 and Edge of Extinction (and a couple of unreleased titles) as a Cinematic Technician (CT for short). CTs handled implementing 2D assets from Photoshop and Spine into the Unity Engine. Following our director's directions, we would set up episodes with said assets; I made sure the characters were talking when they were supposed to and weren't talking when they weren't supposed to, set up basic camera movements, and lit the scenes accordingly (natural lighting, unnatural lighting, placement, etc.). Following the technical requirements, CTs would also optimize the assets to make the final episode size smaller. My favorite part of the optimization pass was counting the number of atlases for backgrounds and comparing said number to my previous counts.
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I worked on The X-Files Season 01 when I first joined Fogbank. It was well into production, so I was given episodes 6, 7, and 8 to set up for the directors. These episodes can be viewed in the second gallery to the left. Credit for these videos go to taliesin 13 on YouTube. He/she/they has/have recorded the entire season as well.
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Once pre-production began to wrap up, I was brought on to the Edge of Extinction team. I worked on the first four episodes of the show. These episodes can also be viewed in the third gallery to the left. Credit for these videos go to Miss Aries on YouTube. He/she/they has/have recorded the entire season as well.
I trained a couple new hires, one CT who would take my place in that team and one associate director (or AD), to use the team's pipeline while I was preparing episode 4 assets for Edge of Extinction. When their training was complete, I moved to a different team and began working on the full season of [unreleased titles].
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Project | 03
Video Game - PC | Madeleine and the Candy Witch's Curse (Demo)
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​Link to game here. Credit to 2devils for the title card.
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Madeleine and the Candy Witch's Curse is a puzzle, horror game demo created in RPG Maker MV for the Cute Yet Creepy game jam in 2020. I focused primarily on design documentation while 2devils handled the art assets. All other aspects of the game were handled equally by both of us: scripting, concepting, story writing, level design, etc.
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We do plan to complete this game in the future. Development had paused as we both had to shift gears for life developments (i.e. both became too busy with current jobs).
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Gameplay of the full demo can be seen here. Credit to BubbleKnight on YT for this video (and thank you for playing the demo!)
Project | 04
Video Game - PC | Castle Blazers
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Castle Blazers is a student collaboration at Academy of Art University that I led on from September 2018 to December 2018. It is currently being developed in the Unity Engine.
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Castle Blazers is a 2D, mulitplayer, platformer race for the PC. It requires at least two players (and two Xbox controllers). The goal of this game is to race to the end first. The levels are set in fantasy-style environments (castles, forests, dungeons). As of right now, players can choose to play as either Mistress Merlue or Sir Johnston (images to the right). These characters have unique abilities that can help themselves or hinder their opponents.
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I led a team to 10+ students, produced design documentation (sample), the audio asset list, and Merlue and Johnston character documents, designed the core mechanics, provided VO for Merlue, and heavily worked on the player physics.
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I worked on this project during my last semester at Academy of Art, so there's a possibility I will not see this to its completion. I have seen it from pre-production to after alpha/before beta.
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*Art by Aizelle Adap.
Project | 05
Video Game - PC | Sugar Sleuths
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Sugar Sleuths was a student collaboration at Academy of Art University between the Fall 2017 and Spring 2018 semester. It was built in the Unity Engine.
Sugar Sleuths is a hot-seat (one keyboard or Xbox controller needed) multiplayer game on PC based on the board game Clue. Six campers discover that their camp's candy stash has gone missing; they search for clues that point to the culprit. The culprit could be a fellow camper or a counselor.
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I worked on the game's documentation, character details for two characters, dialogue for seven characters, and level design. I also implemented roughly 90% of the sprites once the level design was set.
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This is a link to the .zip file of the full build.
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*Art by Ellen Cerreta.