During my teen years I was an avid Dungeons & Dragons fan, so I used to host games for all of my friends. I was always the dungeon master. I loved having control of the players' experience, to create a memorable adventure. To challenge the player to critically think, and then reward them for their feats. I realized I was really good at creating a memorable gaming experience, and this pushed me into finding other ways to give players that sense of accomplishment, when they reach the end of the level, or slay that final boss. This is why I became a game designer.
Soon enough, I learned that creating a game alone is a very difficult task. That's why I pride myself on my ability to work well with others. I bring an enthusiasm to a project that will inspire and motivate a team to collectively work in the right direction. As a designer, my process execution revolves around a solid pre-production plan. I have a unique method of process that I feel is very effective for game design, I test my ideas quickly in mock stages while I’m brainstorming, instead of coming up with the design, building it, and then testing it. The reason why I develop games in this method is because if the game doesn't feel right in it's prototype stage, then it will not feel right in its finished product either.
My vision is to design games that are fun and unique. My goal is to breathe new life into the gaming industry. That is why my passion and skills have lead me to become a technical designer. Whether its mapping out blueprints, or constructing game mechanics in an development engine, my direction never strays far from it's path, I am the dungeon master, and I create the player's experience.
Soon enough, I learned that creating a game alone is a very difficult task. That's why I pride myself on my ability to work well with others. I bring an enthusiasm to a project that will inspire and motivate a team to collectively work in the right direction. As a designer, my process execution revolves around a solid pre-production plan. I have a unique method of process that I feel is very effective for game design, I test my ideas quickly in mock stages while I’m brainstorming, instead of coming up with the design, building it, and then testing it. The reason why I develop games in this method is because if the game doesn't feel right in it's prototype stage, then it will not feel right in its finished product either.
My vision is to design games that are fun and unique. My goal is to breathe new life into the gaming industry. That is why my passion and skills have lead me to become a technical designer. Whether its mapping out blueprints, or constructing game mechanics in an development engine, my direction never strays far from it's path, I am the dungeon master, and I create the player's experience.