- I design game modes, gameplay systems, and interactive level elements
- code and implement features and systems
- collaborate, communicate, and manage ideas closely with other disciplines
Call of Duty®: Black Ops 6
As part of Treyarch's core multiplayer gameplay team, I work on imperative features and systems under NDA.
On an average day,
the secret door can kill someone on Skyline btw lolðŸ˜@Ewlnn_ pic.twitter.com/Wq1txKF4VF
— Queen Ti 👑 (@LegendofTi) September 1, 2024
Heart Heist
One chilly LA winter, I pitched an idea to Richard Lemarchand (Uncharted, Jak & Daxter):
Initial concept art by me
A fast-paced heist game that is a single level long; a gameplay loop so addicting, and with systems so enticing, that players can't resist playing this one level over and over and over again.
He agreed to advise the project and I spent long nights during the spring semester of 2022 working on a vertical slice with my roommate Charlie.
Within the first few weeks, I created my first fully rigged model ever: that of our main character.
I then continued with animating, programming drawing UI assets, writing the story, piecing together references, and communicating design pillars.
Every two weeks, we presented our progress to our advisor, Prof. Lemarchand.
The end of the semester brought with it excited playtests from peers and high marks from Prof. Lemarchand.
I've since continued work on the project, diligently working nights and weekends to build the full vertical slice and upgrade my skills. This is slated for release as a Playable Demo in 2025.
Skylost
As Lead Designer on Skylost, I managed and directed a team of 3 designers (level, gameplay/systems, and UI) including the industrious Aviel. This was among a student team of over 30.
Together, we worked diligently for a full year, and ultimately shipped a 3D, open-world, action-adventure game which became a featured selection of the 2022 USC Games Expo.
This was a valuable learning experience on leadership, management, and cross-discipline communication that has continued to pay dividends in my young career.
Additionally, I had designed two key gameplay features: the grapple hook and the paraglider.
The game is available on PC for free here.
Death Tennis
Death Tennis is my first, full-featured, shipped game.
I began work on it with my younger brother, Rishi, in 2019.
At the time, I was an undergraduate student still figuring out what I wanted to do after the fast-approaching graduation. Rishi was a high school junior with an interest in programming.
Neither of us knew anything officially about making a game or design. As fans of the medium, we followed what felt right and persisted through each challenge: starting with fun movement and interested visuals and gradually building outwards.
All the while, we learned every aspect of making a game using GameMaker Studio 2,
progamming in GSL, and authoring assets in Aseprite and the Adobe Creative Cloud suite.
For this project, I was the sole artist, animator, and level designer.
One of the game's reviews read as followed.
The Siren
This is arguably the most formative game I have worked on.
For one, it is my first 3D game. It is the start of my working
relationship with my soon-to-be lifelong friend,
Charlie.
It's also the project that has taught me the most about design in the digital space, and what it means to create an unfamiliar experience for players.
It started with an idea: let's make a game about solving an ancient puzzle to escape an underwater cave while hunted by a siren.
And the central mechanic to make your escape is rewinding time.
Let's recap:
Love At First Draw™
Tabletop Simulator
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Indiecade
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Kickstarter
In November 2020, I pitched an idea for a card game in front of my class.
This was part of a pitch competition, where our peers would vote for the games they would most like to work on, thereby also greenlighting the projects they were most passionate about.
My pitch was as followed: a romance, party, card game.
Love At First Draw™ (LAFD) was selected by my peers.
We immediately began work on the final product. First, we prototyped weekly within Tabletop Simulator.
Under Construction
3D Renderer in C++
I developed this 3D renderer purely in C++, drawing RGB values directly onto a screen buffer.
All matrix manipulation, shading, and processing was done by me from scratch using no framework or API.
Supports .asc models, multiple cameras, Phong and Gourard shading, UV mapping, anti-aliasing.
Developed during Dr. Neumann's Fall 2020 CSCI-532 class.