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Launch Date: November 2016
Project Summary:
Lead Designer for LeapFrog Academy software subscription service. Oversaw the design and implementation of 500+ games and activities. Spearheaded the strategy for creating numerous amount of content with limited amount of game engines and resources to populate the product service.
Detailed Project Responsibilities:
Research and define game engines and play patterns that are trending, engaging and accessible for a wide range of audiences, and pairing them with numerous curriculum skills.
Identify existing LeapFrog IPs to pair them appropriately with game engines and activities.
Partnered with LeapFrog's Learning Designers to pair the appropriate game engines with the curriculum and integrating them into gameplay.
Defined and designed game and activities engines to meet product and marketing business demands of re-playability and re-usability by providing examples, mockups, wireframes, and detailed specs.
Wrote product, game design, and pitch documents to communicate engine and activity needs to support business and product needs/demands.
Worked with Developers and advised and guided the game and curriculum integration and game tuning.
Review builds and provide clear and actionable feedback from user testing to our developers to improve game UX, interaction, UI, play, curriculum, and overall usability.
Provided mockups, wireframes, and references to communicate each of the games look and feel.
Performed qualitative user testing research to improve games, ui, and activities for our demographic.
We got many uses from this engine using various IPs and curriculum. In this engine the user was asked to tap on the correct answers as quickly as possible.
With this engine the user would sort the objects to its appropriate place before they disappear from the screen. Here are a couple of examples with visual and curriculum changes.
With they engine the user would steer and catch the correct items before it leaves these screen.
This engine ask the user to spell, make or solve the answer before the culprit reaches the player's valuable goods.
The user controls a character and navigate across obstacles and towards the correct answers.
Example of the many different engines. The user would swipe across the screen on the correct object before they left the screen.
With this engine the user has to tap and hold on to the monster to feed it cookies.
The user would tap and hold to blast the correct answers as they zipped around the screen.
In this engine the users are asked the to the most basic interactions to get the correct answers by moving them to the correct spots.
Zombie Apocalypse is a top-down arcade twin stick shooter. The player controlled one of the four heroes trying to survive the zombie apocalypse. The game emphasizes cooperative play, with squad-based mechanics and resource distribution amongst the players.
Project Responsibilities:
Lead level design: Drove the vision of levels and conceptualized levels and handed off to other designers to help flesh out.
Designed and contributed to traveling levels
Designed Specs for Props and Pick-Up System that got used in all levels saving time and added richness by easily populating the levels.
Huge Airplane prop here. Our heroes think they can escape using the plane here...no such luck. The airplane was used as an active hazard that players can utilize by running zombies into is propellers.
Stage for the Final Boss. Designed to be in a donut shape to facilitate movement around the world and keep players moving.
DLC Content. Prequel. This is where it all went started!
Initial docks layout for the docks. Laid out from paper designs to get a rough estimate feel and distance for each encounter areas.
Break down of the level after laid out in Maya showing all the important aspects of the level working together towards level goal.
After reviews of paper designs simple gray box layout and prototyping of levels to test feature goals.
Planning design for Docks level to study: enemy spawn behavior, player movement, props, and item drop distributions and overall flow.
Initial layout for Trailer Park map outlining all the important game elements.
Paper maps taken to make a 3d mockup in maya of the Trailer Park level.
Teenage Mutant Ninja Turtle is an AR game that utilizes cards for play and bring the curriculum to life. The game at its core is a puzzle platformer game that teaches math. The player uses the cards to select the main character to play as, activate areas, and solve math problems. The puzzle platforming part of the game uses the four Turtles' unique attributes to help each other progress through the cleverly designed levels.
Project Responsibilities:
Lead Game Designer
Drove the vision of the game at all stages of development from POR to GMC.
Designed and concepted meta-game and oversaw the progression and pacing of the game.
Plan and executed kid testing sessions to ensure engaging play and user experience with AR Cards, game mechanics and overall functionality.
1942: Joint Strike is a remake of the 1942 series arcade game. We made all new levels and added three different plane types and weapons. The game featured cooperative play with unique team up abilities. Additionally all the levels ended with epic boss fights that challenged and engaged players who loved the 1942 series.
Project Responsibilities:
Designed and Implemented all enemy flight patterns
Created initial concepts and themes for three of the five levels
Concept and focused on implementing the Shipyard level
Concept and designed Ship boss
Super Puzzle Fighter 2 Turbo HD Remix is one of the most popular puzzle games using the Street Fighter and Dark Stalkers franchise. We remade the game with new HD graphics, effects and re-balanced gem patterns.
Project Responsibilities:
Helped tracked and managing assets
Tracked and assigned bugs in database
Help test and rebalance new gem drop patterns
Contributed to implementing new HD graphics elements
Helped managed internal schedule and tasks and communicated with publisher
We updated most of the foreground elements. The Gems, UI Elements, Tiles and Background. The characters were upres-ed using filters.
Each character has a unique drop pattern. We rebalanced the game so that each character can be equally playable in tournaments.