Thank you for visiting my site! I’m
and I work as a junior scripter for Rockstar New England. My motivation comes from creating great levels and great gameplay that captivate players. There is nothing better than creating that kind of joy by transporting someone to a special place in their imagination. I am excited to learn and grow as a member of the Rockstar team. The images below link to the projects that I am most proud of and that forced me to improve my skills the most. Enjoy and thank you for visiting my portfolio site!
I have recently joined Rockstar New England on an exciting new adventure! I look forward to sharing our work in the future. I live and work north of Boston as an associate gameplay scripter.
Odyssey was the final game project I made with a team at the Guildhall. In four months, we created four massive worlds that challenged the player with platforming, exploration, and massive boss fights inspired by Shadow of the Colossus. As Lead Level Designer, I balanced my time organizing our team’s schedule and tasks with helping build the game. Much of my time focused on scripting our cinematics and checkpoints, creating platforming sections in each world, and developing the boss fights.
Combined Forces turned into an opportunity for me to improve my scripting abilities by turning Half-Life 2 Episode 2 into a top-down real-time strategy game in six weeks. I created a short “mini-level” that puts the player in charge of two Combine teams on a mission to destroy a rebel hideout. My time spent working on this level focused on three core pillars: scripting a special camera system, creating group behavior for the player’s squads, and building special walls that enabled the player to see the map without the AI reacting to the player.
A Cog in the Machine delivers a team-focused mission that incorporates special friendly AI behavior and a different take on cover in Gears of War. I spent 10 weeks working on this level and took the time to polish and improve my level design abilities alongside learning how to script friendly AI behaviors. Although I spent a lot of time working on the visuals and cinematic feel, I’m most proud of how I was able to create a sense of fluid cover by incorporating pushable cover objects, friendly AI that regularly moves with the player, and an environment that encourages the player to constantly move.
My additional work includes scripting a disease into Fallout: New Vegas that transmits dynamically among characters, using my Masters Thesis to study and refine my understanding of game tutorials from a practical sense, and working with a team of four student developers to build a puzzle platforming game where the player moves using platforms they create. The portfolio tab also includes links to the three projects listed individually above.