Senior Gameplay Design

Encounter Design

Senior Gameplay Designer with 9+ years of experience designing encounters, combat systems, and narrative gameplay across AAA multiplayer, VR, horror, and action titles. Experienced creating player-driven experiences through encounter pacing, combat design, AI behaviors, and cross-disciplinary collaboration from concept through implementation.


Challenging Players with a final Combat Encounter

Boneworks: Warehouse 4B

๐ŸŽฏ Goal:

Challenge players to one last gun fight, encouraging rifle combat with Rifle Enemy types, before rewarding them with progression to the next level.

๐Ÿ›  Design:

As players turn the corner to exit this level, they are greeted with enemies with rifles, as well as cover. They can either choose to kill them all or kill enough to open a path to the monorail, giving them the agency.

๐ŸŽ–๏ธ Contributions:

Combat Encounter, Enemy Layout, Level Layout


Testing Playerโ€™s Knowledge of Physics Mechanics in Puzzle Encounter

Boneworks: Warehouse 4B

๐ŸŽฏ Goal:

Test Players of their understanding of physics mechanics and how they interact in the world.

๐Ÿ›  Design:

Players move a crate as a makeshift bridge to gain enough distance to jump over the wall of the warehouse to progress the level

๐ŸŽ–๏ธ Contributions:

Puzzle Encounter, Exploration Encounter


Rewarding Playerโ€™s Knowledge of Grab Mechanics in a QTE Encounter

Poppy Playtime Ch4

๐ŸŽฏ Goal:

Give players an interactive way to cinematically finish the final boss of the game, setting up the tragic narrative reveal that comes next. Recontextualizing the entire boss battle.

๐Ÿ›  Design:

Place scanners away from where Doey spawns, so he can jump scare you. Then reward players on their game knowledge and guide them to the actions that would lead to crushing Doey.

๐ŸŽ–๏ธ Contributions:

Interactive Cinematic Encounter


Creating a Persistent Tension During the Gameโ€™s Final Chase Sequence

Poppy Playtime Ch4

๐ŸŽฏ Goal:

Raised intensity from the emotional betrayal of a trusted ally and turned it into an anxiety driven chase.

๐Ÿ›  Design:

Scripted moments during the chase path where rubble falls, floors fall, and a final grab cinematic to create tense moments where players felt that they could be caught. Also, worked with Engineering on catch up and slow down mechanics behind the scenes so the distance would always give players the chance to speed up or recover from exiting sprint.

๐ŸŽ–๏ธ Contributions:

Chase Sequence Scripted Moments, The Chase Mechanic, The Cinematic Moments