Pitching: proposed and pitched new features to build out the narrative and world
Gameplay Design/Prototyping: designed and built new mechanics that supported the core game pillars and the target user experience.
Level Design: blocked out compelling spaces and environments that a player can interact with. Designed and developed levels that portray a specific emotion and experience from the player.
Technical Art/ Asset Creation: produced shaders and tools that were used to translate the Art Director’s concept art to the game engine.