Team Projects

The Long Night
Team Project
The Long Night
Level Design | Gameplay Development | Enemy AI | Team Leadership
An atmospheric horror game built around exploration, limited visibility, and environmental tension.
Project Overview
The Long Night is a horror game project where I contributed to level design, gameplay development, enemy AI, and team leadership.
One of my primary design goals was to create a hospital environment that felt unsettling and encouraged players to explore carefully. I focused on using limited lighting, environmental layout, and enemy placement to build tension throughout the experience.
My Contributions
Level Design & Environment
I designed the hospital level with an emphasis on atmosphere, visibility, and player movement. Darkened areas, unsettling corners, and the placement of enemies helped create an environment where players needed to remain alert.
Gameplay & Enemy AI
Alongside the level design, I worked on gameplay systems and enemy AI. These elements supported the overall horror experience and helped connect the environment to the game’s interactive challenges.
Team Leadership
I also served as a team lead, contributing to the development process and collaborating with other team members to bring the project together.
Design Approach
My approach was to make the environment an active part of the gameplay rather than simply a background. Lighting, level layout, and enemy placement were considered together to create suspense and support the game’s horror atmosphere.
This project allowed me to combine technical development with creative level design while gaining experience in teamwork, problem-solving, and building a cohesive gameplay experience.


Quest for Dominion
Team Project
In Quest for Dominion, you must traverse through the dungeon of Lord Obel and escape with the fellow imprisoned to defeat him and his tyrannic rein. You must think up strategies within combat to come out victorious and level up your party’s stats as you continue on you journey out of the dungeons.
Positions on team
- UI/UX Programmer/Designer
I custom made our UI, in an application I use often to make my own art, for it to stand out from the other team projects.
I worked on the functionality of the menus within the UI, such as pausing and unpausing, level loading, options menu functionality, switching of icons within combat, and quitting the game.

Solo Projects

Matrix Cube
A DirectX 11 and GateWare project where we were tasked to create a six-sided cube using matrix and vector math, while also including a movable camera. This project was used to get as accustomed to the way our chosen API and GateWare worked, building up to our Level Rendering project.
Level Rendering
A GateWare class project in which we focused on API rendering within either Vulkan or DirectX 11. I had chosen to use DirectX 11 and built the level in Blender. This project includes level swapping, rotating clouds/coins, and a movable camera.
