top of page

Resume

Hometown: Oakland, CA

Currently living in Pleasanton, CA

Education

UC Santa Cruz  | Master's of Science in Games and Playable Media  |  Sept 2020 - March 2022

Mills College  |  Teaching Credential in Mathematics  |  Sept. 2015 - June 2016 
Cal Poly San Luis Obispo  |  Bachelor’s of Architecture Cum Laude  |  Sept. 2010 - June 2015

 

Skills

C#, Blueprints, Python  |   Unity, Unreal, Processing  |   Maya, AutoCAD   |   Illustrator, Photoshop, InDesign   |   Drafting

Work Experience

Evening Star  |  Level Designer  |  June 2022 - Present

  • Brainstormed and sketched storyboards for level designs

  • Constructed levels from mock-up to final design and polish

  • Collaborated with fellow designers and departments to create cohesion across levels

  • Brainstormed, developed and prototyped ideas for pitches​

UC Davis Biomedical Engineering Department  |  Game Design Intern  |  April 2021 - February 2022

  • Attend weekly meetings with the full game design team

  • Present progress updates at bi-weekly meetings with faculty

  • Complete various design tasks needed for game development (see Space Zoologist project below)

Oakland Technical High School  |  Teacher  |  Sept. 2016 - June 2020

  • Taught and developed curriculum for Engineering Principles, Architecture, and Architecture 2

  • Advised students taking Architecture 2 and 3D modeling as independent study

  • Co-Director of Engineering Academy (EA): Sept 2017 - June 2020      

    • Helped redevelop student admission process to EA to be more equitable

    • Updated EA student course sequence

    • Helped write new Senior project class curriculum

    • Managed budget and ordering for the EA

    • Organized annual EA events (Bridge Competition, field trips, ordering t-shirts, etc.)

  • Member of Instructional Leadership Team: Sept 2017 - June 2020

  • Analyzed schoolwide demographic data as part of the Equity Team: Sept 2016 - June 2019 

Projects

Penny’s Big Breakaway (Team of 20)          Level Designer          June 2022 - January 2024

  • Sketched storyboards, created blockouts, and developed the first draft for 5 levels

  • Designed first draft of Denizen Dilemmas and Showpiece challenges for 9 levels

  • Assigned first draft of procgen assets to 10 levels

  • Polished gameplay, décor placement, and procgen placement as needed in all levels

  • Collaborated with fellow designers in daily feedback meetings

  • Collaborated with art and engineering departments to polish gameplay and procgen

Path to Oshun at UC Santa Cruz (Team of 4)  |  Level Designer  |  June 2021 - March 2022

  • Brainstormed a variety of level layout ideas for the team to discuss and choose from

  • Drafted maps for various sections of the games based on a narrative outline

  • Prototyped and iterated on 3D levels using Maya and Unreal

  • Modeled and textured architectural assets

Space Zoologist at UC Davis BME (Team of 11, WIP)  |  Game and Level Designer  |  April 2021 - February 2022

  • Developed visual design documents that summarized and iterated on existing game design

  • Iterated on "Needs System" design and designed placeholder levels for testing the system

    • Used excel to create a tool for testing equations and relationships in this system​

  • Developed sequence of concepts to be introduced over the course of 5 levels

  • Designed level progression system that uses adaptive learning to tailor each player's experience

  • Drafted and iterated level designs for 4 sections of Level 1 as well as 1 section for each of levels 2-4 and a tutorial

  • Developed design of notebook feature

  • Planned and conducted playtests

 

Museum of Mechanics at UC Santa Cruz (Team of 14)  | Art Lead  |  Jan. 2021 - March 2021

  • Scheduled and planned weekly art team meetings

  • Facilitated feedback sessions for artists

  • Developed initial museum design concept with team

  • Iterated on museum design and created museum assets for the Unity project using Maya

Dear Future (Team of 5)

  • Created layout documents using AutoCAD to show the needed placement of assets for procedural generation

  • Worked with procedural generation engineer to develop assets

  • Used Maya to 3D model assets for procedurally generated and manually designed areas ​

bottom of page