Split was the first game I worked on. Built in Unreal Engine 4, these are in-game screenshots of the levels I personally designed. Split is a beautifully minimalist puzzle game where you divide yourself to explore, solve and create. In Split, you take control of a cube, which has the ability to break up and split into smaller cubes. Using whatever cubes you have at your disposal, you must try to solve puzzles to reach the door.
While working on Split, I was responsible for managing the project and creating a third of the game's levels and assets.
Dungeon.inc was the first game I fully developed while working at PikPok, while I did some work on several other titles across their portfolio, this was the game I was part of from the start to the end of development. I was responsible for designing innovative advertising and implementation, as well as management of relationships between PikPok and our partners for the release. Dungeon.inc was released on the iOS and Google Play stores.
Rattletrap Racing was I game I developed, where I focused on the Tech-art side of building the environments around the tracks in Unreal Engine 4. Rattletrap Racing is a ridiculous local multiplayer, couch-party racing game, where players out-maneuver their friends by racing through a round-based track, modified with a series of deadly traps, placed at the start by the players.
While Working on Rattletrap Racing, I also handled project management responsibilities for the art team. Further, as the Technical Artist, I worked on making tools using Unreal Engine 4’s Blueprint Scripting. I designed our landscape auto-paint tool, track builder tool, asset management systems, shaders, and car rigs.
This is CORGIS, a small and silly little game I made during Global Game Jam 2017, with other developers from Magic Leap, Weta and Aurora 44!! Featuring a Cyberpunk Queen trying to wave down a robot bartender... that's it. It was one of the first games I made using Unity and I was responsible for level design, greyboxing, props and lighting.