
Deck of Laughs
Year of release
2024
Deck of Laughs is a turn-based card game created in 48 hours as an entry to Global Game Jam.
The player assumes the role of a magical comedian and attempts to raise the audience's laugh levels by using comedic spell cards. After the player's turn, a magical heckler, called the Hexler, takes their turn to reduce the audience's laugh levels.
As the user interface designer, I created a whimsical interface that would put the player in the magical comedian's shoes while presenting the required information such as each card's effect, who's turn it was, how many rounds remained, and how much mana the player had to cast their spells.
As a 2D artist, I designed the interface icons, the cards, and their animations.
In-Game Screenshots



Tools
Unreal Engine
Blender
Substance Painter
Photoshop
My Role
UI Designer
2D artist
Game Designer
Root Rage
Year of release
2023
Root Rage is an top-down survival shooter game created in 48 hours as an entry to Global Game Jam.
The player assumes the role of Lil' Veg; a homesteader trying to put down roots in a humble forest. By planting seeds, Lil' Veg can grow weapons to defend against the incoming creatures. If the player survives until the timer runs out, their home base will fully grow giving Lil' Veg a place to call home.
As the user interface designer, I created a minimal interface that would give the player the required information while not taking their focus away from monitoring the unfolding situation.
As a texture artist, I added colour and texture to the Lil' Veg player model and plants including the carrots and potatoes.
In-Game Screenshots


Tools
Unreal Engine
Blender
Armor Paint
Photoshop
My Role
UI Designer
Texture Artist
Game Designer
Cloud Raider
Year of release
2022
Cloud Raider is a top-down exploration game created in 48 hours as an entry to Global Game Jam.
The player explores the world by swapping between 2 different screens. Above the clouds, the player controls an air ship searching for batteries to power ground expeditions. Below the clouds, the player controls a diver retrieving treasures and fuel to power their ship above. The player attempts to collect all treasures while balancing the resources between both game modes.
As the user interface designer, I created an experimental dual-screen interface akin to the Nintendo DS. This in combination with my programming role created a unique gameplay experience where by using multiple cameras, the player could explore the game world in two modes, each fulfilling their distinct purpose.
In-Game Screenshots


Tools
Unity
Union Bytes
Blender
Substance Painter
Photoshop
My Role
UI Designer
Programmer
Game Designer
ASTRO_SNOT
Year of release
2018
ASTRO_SNOT is an orthographic survival game created in 48 hours as an entry to Global Game Jam.
Set on a space station where an incurable virus spreads, the player attempts to evacuate as many healthy crew members as possible while ejecting the infected.
As the user interface designer, I created a minimal interface that would give the player the required information while not taking their focus away from monitoring the unfolding situation.
Tools
Unity
MagicaVoxel
Photoshop
After Effects
In-Game Screenshots


My Role
UI Designer
Game Designer
Laminar LTD.
Year of release
2016
Laminar LTD. is virtual reality spaceship flying game created as a university project.
The player takes on the role of a delivery pilot for the Laminar LTD. delivery company.
As they complete missions, the player earns money which can be spent towards upgrading their ship with faster engines, better guns, and more cargo capacity.
If the player makes enough money, they're named the employee of the month!
As the user interface designer, I created an interface for the ship customization section as well as an interface for the ship flying section of the game. As the game is played in VR, the customization interface was placed in the world on a monitor, while the ship flying interface was placed in the world surrounding the ship itself. Both of these approaches were found to lower VR nausea.
In my role as a 3D modeler, I created the various environment models seen in the ship flying section of the game.
Tools
Unity
Maya
Substance Painter
Photoshop
FL Studio
My Role
UI Designer
3D Modeler
Game Designer
Trailer
Gameplay
Darkside
Year of release
2016
Darkside is an asymmetrical cooperative horror game created as a university project.
Set on a damaged space station, players must communicate to reach their goal of escaping alive.
One player is stuck on the space station while a monster lurks the corridors. They must search for items required to survive outer space, including a spacesuit, air tanks, etc.
The other player's job is to monitor the minimap containing door codes that will allow the trapped player to access various areas. As doors are activated, the station's energy supply is used. If the players run out of energy, the generators will have to be reactivated.
User Interface

Environment Screenshots


Tools
Unreal Engine
Maya
Photoshop
My Role
UI Designer
3D Modeler
Game Designer
Trailer
Gameplay
Note: This video includes loud noises, jump scares, & some crude language
As the user interface designer, I created a space-themed interface that the overseeing player can interact with to access door codes and monitor their teammate and the space station itself.
As a 3D modeler, I created many of the door and corridor assets that make up much of the space stations structure.
Carleton Design Hub
Year of release
2015
The Carleton Design Hub demo is a university project meant to showcase Carleton University's design program projects including Architecture, Industrial Design, and Interactive Multimedia.
The user can freely explore the environment through the use of the VR headset and gamepad. The user can interact with the environment by using hand gestures to trigger certain events.
All assets were created and submitted by students from Carleton's design programs.
Gameplay
Tools
Unity
Maya
Oculus Rift
Photoshop
Leap Motion Controller
My Role
3D Modeler
Voice Over
As the team's 3D modeler, I created additional assets to fill out the environment including the TV, doors, bathroom vanity, key, and robot.
I also animated and voiced the robot guide character.