During my time at Activision, I supported 7 teams across three departments and all phases of development from investigation to post-production documentation. Teams were composed of developers from twelve studios and international timezones. While I was primarily embedded in engineering my role involved facilitating stakeholder groups composed of senior designers and engineers. Throughout my time at Activision, I was able to interface with veterans across nearly every game development discipline and assist in pursuing one primary goal: making a great game.
At Skybound I split my time between quality assurance work and a market insight project for publishing production.
During my time in quality assurance I worked alongside several international studios on different titles. This taught me how to stay light on my feet, pick up documentation conventions on the fly, manage points of contact, and juggle time-zones/language barriers. In addition, I worked with our internal studio on the development of Invincible VS. Which gave me a chance to interface with production and design in order to curate test suites and effectively prepare for releases.
While working alongside production conducting market research, I was introduced to presentation and research conventions. I utilized internal tools, conducted initial research to ensure my research was as topical as possible, and performed regular syncs with stakeholders as I iterated and improved my materials.
Welcome to Worlds Collide! The inaugural title of Black Swan Studios, a group of 18 student developers operating out of West Lafayette Indiana.
Worlds Collide is a simplified RTS with roots in Blizzard-like gameplay
• Play how you please. Anything is possible between army selection, branching upgrades, evolving terrain, and the infinite strategies and counterstrategies integral to RTS gameplay!
• Approach-ability is key. Simplified army composition and mechanics drastically lower the boundaries of play (an unfortunate staple of RTS franchises).
• Interact with the battlefield like never before. Featuring an interactable and reactive environment, players will shape the battlefield through construction and conquest.
Easy to pick up and hard to master, watch as your army and the world around you evolve and adapt to each real time decision.
Rock N' Root Beer was a one time fundraiser I pitched and then held alongside other brothers of Phi Kappa Sigma fraternity on Purdue campus. We began with a budget of $3,000 and raised a total of $12,000 for the Leukemia and Lymphoma Society. As External Vice president I was tasked with general coordination and organization in order to hold our first ever Rock N' Root Beer fundraiser. Being the first event of it's kind and as a rookie manager it was a bit of a rocky road but the experience but the lessons I learned along the way were invaluable.
Conway's Game of Life is a Turing Complete formula driven simulation depicting an ecosystem composed of a single organism. You can find a more lengthy description in my capture of the "Rules and Info" page of the emulator below or at the wikipedia page on Conway's Game of Life here. In this project I created an emulator of Conway's Game of Life using C++.
Utilizing VR's highly immersive nature, Tranquility Simulator provides players with an escape.
Dropped onto a platform in the middle of a glassy ocean, users are invited to engage with the sandbox around them.
As a dev, TS is a practice in simplicity and immersion with a focus on whiteboxing mechanics.
Through my various experiences as a student I have studied various marketing strategies, game design philosophies, and industry tools. I have extensive practice with Unreal, Unity, and Jira from and have replicated many different in-game mechanics. Through industry work experience I have also acquired proficiency in Jira, Favro and Steamworks. Via my CS minor I have worked in various languages such as C variations, Java, and Python.