
My Contributions
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Worked as lead level designer on levels Crash site, Cave, Cave to city transition.
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Worked in a feature team with artists and programmers to develop levels.
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Served as general Unity Expert and tech support.
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Implemented dynamic music using Fmod.
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Prototyping game systems.
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Implementing VFX
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Advocate for managing scope.
Iterations on the Cave

Example of Crawl Space
While working on the cave I encountered many unique challenges many of which owning to the games VR platform.
One challenge I encountered was the issue of directing the player's attention and pacing the player's progression through the level. The player would often just walk through the cave without paying much attention. This made the cave which was meant to be an area of interest into nothing but an uninteresting corridor. While these are both problems in normal usual 3D games VR compounded since the way people look around normally is very different to how they do in a game.
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I found that implementing crawl spaces helped since they forced the player to physically move their body to navigate the cave. This meant that players had to pay attention to their surroundings which made for a more enjoyable gameplay experience overall. These crawl spaces also helped in directing the player's attention to where I wanted it as it focused points of interest into much narrow field of view.