About Me
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I enjoy creating games and experiment often with different kinds of player experience, whether it be mobile, PC, or virtual reality. Not only do I enjoy the creation process, but I focus on the research behind games on what makes good design and how developers can enhance their product to make them more enjoyable, profitable, and keep players coming back. I also love to work on the technical side, working with Unreal Engine 5 as well as many other industry programs for years. My goal is to get more experience in the industry and create high quality products that people can enjoy, while also enhancing my own ability so that I can develop better, faster, and more efficiently with others. |
I am currently a Production Group Manager for Jeld-Wen Windows and Doors in the Venice, FL location, primarily coordinating production planning, project management, building people and skills, and bringing Unreal Engine 5 technology to the plant by means of 3D layout, line-bottleneck simulations, and automatic inventory & truck projections. I am also serving as an Adjunct Professor at Indiana University - Purdue University Indianapolis teaching undergraduate game design and development for 4 years!. Previously, I taught under Dr. Nathan Hartman in 2019, assisting in the senior CGT capstone courses of Professional Practices and Contemporary Problems, working with undergrad student groups preparing them for the real world and working with industry clients developing real products and applications for their company. |
My Design Philosophy
"Communication"
When designing my games and applications, I center around this idea of communication. Being able to communicate my ideas and code and decisions to others within the team is something that I try to stress when working on a project.
Beyond the design team though, a good design does more than show of interesting mechanics or cool environments, its a conversation between the designer and the end user of the system. In my projects, I always try and have clear communication with the player by adjusting my designs to fit the user needs, whether that means putting myself in their shoes and running through the level to figure out if the intended experience is working, or taking the time to rework an encounter because the feedback showed that the outcome isn't working as intended. Being able to take pride in your creations is something I hope to continue in my career as I work on more and more games in the future. Design to me is like music, while the craft itself is impressive, the experience it creates is what people remember. |
My Design Process
My design process generally lies around the ideas of low fidelity prototypes, testing throughout development, and not being afraid to revise and iterate until the project comes out right.
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