Game Designer / Technical Artist
Games

Beasts of Maravilla Island
(In development)
3D Character Artist, Rigger, Animator
Beasts of Maravilla Island is a 3D adventure game where you take on the role of a young wildlife photographer who traverses Maravilla’s magical ecosystems to discover extraordinary creatures, learn their behaviors, and, most importantly, photograph their majesty.
Play with a rambunctious otter-crocodile. Be the wingman for a love-struck bird-monkey. Discover the favorite hiding spots of birds disguised as bananas. Beasts of Maravilla Island is filled with enchanting opportunities to engage with creatures in unique, wholesome ways!
What started as a student project at the University of Southern California has now expanded into a fully realized experience.
Trailer:

My Role on this Game:
Beasts of Maravilla Island started as a year-long school game project in which collaborated with a team of 28.
As a 3D artist on this project, I have modeled, textured, rigged, and animated the 3 key creatures. I have also modeled the main character, Marina, and modeled various smaller creatures and miscellaneous 3D environment assets.
Current State (updated 1/9/21):
Currently the art team and I are working hard to complete models and animations for creatures of the Plateau zone and polish the game as a whole.
The game is projected to release on both Steam and the Nintendo eShop for Mac, Windows, and Switch platforms in early 2021.
1-Player
Adventure/Photography

Some of my work in the game

Dreamland Confectionery
(In development)
Co-Designer, 3D Artist, Artist

Wonderland Confectionery is a calming and playful and 3D exploration game about baking, bonding, and learning about your surroundings as the world gradually opens up to you.
As you traverse through the undersea-inspired fantastical world of Okeanos, use the ingredients you collect to bake a variety of magical desserts, some of which have the power to change your size!
Share those desserts with others if you'd like, and perhaps they'll treat you to some information, ingredients, or service in return.
Make all sorts of new discoveries as you bond with the creatures and customers that inhabit Okeanos. Grow and shrink yourself and find new places to explore!
Gameplay Video
My Role on this Game:
Project Confectionary (Previously called Wonderland Confectionery) started as a 2-month long class game project in which I worked closely together with one other person to design the systems, aesthetics, game loop, and progression.
In addition to design, my role in this project is primarily one of an artist. I designed, modeled, and textured the human character models and some creatures.
Now, it is being expanded, redesigned, and reimagined into an unforgettable baking and bonding experience targeted for the Nintendo Switch.
Current State (updated 2/10/21):
Along with a team of 20, full production has begun for Project Confectionary, a grander and even more wondrous reimagining of the original game concept, Wonderland Confectionary. Anticipated to finish a playable demo by end of May 2021.

The main character model
1-Player
Adventure/Baking

Monster Coffeeshop
Co-Game Designer, Artist, Programmer

Relax as you pop ingredients, serve customers, and listen to your troubled monster customers in your newly opened Monster Coffeeshop!
Fill up your journal with new recipes and things you learn about your customers.
Serve them their favorite drinks and unlock new dialogue events with them!
My Role on this Game:
Monster Coffeeshop was originally a 4-week-long class game project in which I worked closely together with one other person who is also a game designer and artist. Together, we planned out the mood and experience goals for the game, which was a chill feel-good coffeeshop. From there, we designed the ingredient-popping, customer-serving, and dialogue interaction game systems to match those experience goals. We made the mechanics simple and with keeping the mobile screen in mind.
Since this was such a small project made within a duo, in addition to my roles of design and art, I also programmed the majority of the game myself.
Trailer:
1-Player
Simulation/Visual Novel

Tape on Me
Co-Game Designer, 3D Artist

In Tape on Me, fly around a college dorm room as a sentient piece of tape who just wants to help its owner fix their life.
Search every nook and cranny around the room to find objects to stick to and fix. Then see how you've improved their day when they wake up or perhaps cause some mischief instead...
My Role on this Game:
Tape on Me was a Global Game Jam 2020 project co-designed and developed with a team of 6, consisting of artists and programmers. The theme was "repair," so we thought of creating a game that is about literal repair of objects and also mental health (the owner).
I modeled and animated the player character (the sentient tape), and I modeled many of the environment models you see in the dorm room, such as the bed, bathtub, and kitchen.
1-Player
Simulation/Flying

Sushi Neko
Co-Game Designer, 3D Artist
Sushi Neko is a whimsical sushi-growing game where you literally get to grow your own sushi! Try out different sushi seed combinations and discover new recipes with the help of your trusty water gun and friendly mochi cat!
As long as you keep your cat happy by feeding it your sushi, from time to time, your friendly mochi cat will give you more seeds to grow.
But whatever you do, make sure you keep away the neighbor's cat - it's after your defenseless sushi plants!

1-Player
Simulation/Farming
My Role on this Game:
Sushi Neko was a Global Game Jam 2019 project co-designed and developed with a team of 5, consisting of artists and programmers. The theme was "what home means to you," and so we created a game about tending to plants and caring for a companion, two things that feel very close to home for the people on our team.
I modeled and textured the mochi cats, the sushi pieces, sushi plants, and some of the environment. I also created the sushi-themed logo.

Shiba Island
Lead Game Designer, Artist

Race the clock and work together with a team of four to rescue as many adorable but helpless shiba inu inhabitants of Shiba Island as you can without getting caught by the waves!
The island changes each time you play, keeping gameplay fresh and interesting!
Shiba Island Photo Journal
My Role on this Game:
Shiba Island was a 6-week-long class project developed from paper prototype to final polished board game. I was the lead game designer on this project and created all of the art assets, which include the board game pieces, instruction manual, and everything included in the game.
This project was built around the emotion goal of "relief," which turned out to be much more challenging than initially anticipated. However, through iterative design and repeated playtesting, I was able to create a game that put enough pressure onto players so that at the end of each turn if the player survived, they would feel a sigh of relief.
4-Player Co-op
Strategy

Cowcat
Co-Game Designer, Artist
The nefarious Boss Bomb hijacked a train and has begun blowing up its cars one by one!
Fortunately, Cowcat has boarded the train to save the day! Transfer through a series of challenging train cars to reach Boss Bomb before time runs out!
So strap up your boots, load your pistol, and ride away into the fun-set!

1-Player
Platformer/Shooter
My Role on this Game:
Cowcat was created for a Newbies and Vets Game Jam in the span of 48 hours together with a team of 7 designers, artists, and programmers. We worked together to ideate and create the theme and mechanics for this wild game.
I created several background assets and level obstacles such as the rocks and arches and cacti. Additionally, I utilized the tools our programmers created within unity to design my own levels. This was my first team-project and I was able to work together closely with the team to create the assets we needed within the short time we had.

Colorfill
Game Designer, Artist, Programmer

Colorfill is a colorful and addictingly simple mobile puzzle arcade game for Android.
Paint the tiles until the whole board is one color by tapping various colors on your paint palette in this colorful and addicting puzzle game.
But watch out for that annoying rainbow octopus that spews ink all over the board and is keeping you from your goal.
Get a top score in each difficulty and place on both the local and global leaderboards!
My Role on this Game:
Colorfill was the first mobile videogame I fully developed from ideation to completed game. As the sole developer of Colorfill, I designed, programmed, and rendered all of the art for this game. My experience goal was to design a simple yet replayable puzzle game that kept players coming back to aim for a high score.
The game was programmed using a block-programming tool called MIT App Inventor 2.
1-Player
Puzzle / Arcade
































