My Reading Academy
I worked at Age of Learning in their Langauge Arts department for approx. nine months, working on My Reading Academy. Designed to help PreK through Second Grade students learn to read, it was my first foray into both EdTech and Web-focused development. I worked to facilitate the smooth transition from Unity to Flutter as the basis for the game, as well as bug reporting and creating test plans and test cases.
God of War: Ragnarök
I was a QA Test Analyst at Santa Monica Studio, working on God of War: Ragnarök for approximately nine months. I worked with various different teams within the QA department to ensure the game reaches an incredibly high level of quality and polish.
Call of Duty Franchise
I worked at Raven Software on the Call of Duty franchise for nearly two years. I functioned as a QA Tester on these titles, working to ensure a high degree of quality and polish on these games and their updates. I worked primarily on the live service battle royale title Call of Duty: Warzone, but I am also credited on Call of Duty: Black Ops Cold War and Call of Duty: Vanguard
Pizzapocalypse
My Senior Capstone project at NYU, Pizzapocalypse is an exciting, two-player competitive pizza making game where you have to make pizza, serve customers, and earn money while trying to sabotage your opponent! Made by myself and teammates Michael Dellapi, Michael Cleary, and Max McHarris, Pizzapocalypse was born from our love of games like Diner Dash, Delicious Emily, Overcooked, and Tetris Attack. Our goal was to embody the fun, flow state found in time management games and combine it with the fast paced fun of competitive action/arcade games.
I was responsible for much of the design work and all of the art in this game.
Made over the course of about six months
I Dream of @Dril
A small team of myself and my three friends Frankie Pettigrew, Gabriel Rush, and Ben Haderle joined together to tackle the task of making a game about a meme. What started out as us laughing at a few weird tweets by @dril evolved into a wild, bizarre ride through the psyche of Twitter's strangest resident.
I was responsible for the majority of 3D modeling and some of the programming in this project.
Made over the course of two months.
A Walk With Mom
I usually call my mom when I'm walking home from the subway after my later classes, which I thought made for a nice time frame for a short game. So when I was asked to make a short personal game by my professor, I modeled my two block walk home and filled the streets with real conversations I've had with my mom. I tried to make it so our conversations were specific enough to make it a truly personal game, but relatable enough so that anyone who played it might feel like they were talking to their own mom. Have you called your mom lately?
Made over the course of about a month and a half.
Sherlock Holmes Consulting Detective: A Sabotage Off-Stage
This (unofficial) mod for the classic table top game Sherlock Holmes Consulting Detective was created by myself and my good friends Michael Dellapi and Justin Ha. We read and studied both the original works by Sir Arthur Conan Doyle as well as the original cases from SHCD to make sure our mod was not only as historically accurate as we could make it, but as fun and engaging to play as the original game. In our mod, you and Wiggins assist Sherlock Holmes and Watson as you investigate mysterious threats made at Irene Adler and her husband. Can you figure out who's trying to sabotage Irene's new opera and her husband's legal career before it's too late?
I was responsible for designing the adventure, some of the writing, and the majority of editing for this project.
Download it here! (Be warned, it's a rather large PDF, and you can't really play without items from the regular game.)
Mochi Men
Mochi Men is a game I created with teammates Nick Bannon, Snippy Nguyen, and Jimi Stine as our final project for our Narrative Design class. We wanted to explore how narratives can emerge between players, especially when they have to rely on each other, so we created a game around the intricate process of making mochi, a Japanese sticky rice cake.
I was responsible for programming and animation in this project.
Made over the course of a month and a half.
Distraction
I was asked to make a Twine game about what it means to be me, and decided that I would make it about my experiences with ADHD. The way Twine allows for so many branching paths and options makes it a great way to illustrate what it feels like to deal with so many thoughts at once.
Made over the course of two-three weeks.
Play it here! (Just as a warning, because of the way Twine 2 handles images, the images in the game wound up being hosted on Photobucket. But because of some changes to Photobucket, all the images have the somewhat unsightly Photobucket watermark. I’m looking for a solution to this and will update accordingly.)