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Production & Project Leadership

Machine Heart (2023)

Position: Art Producer & Co Art Director

Team size of 52 people, project duration of 1 year

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Machine Heart is a 2.5D Sci-fi Puzzle-Adventure Game featuring two interconnected storylines. You play as Avis, a defiant scientist hunted for her research, and Vox, a sentient robot who has lost all his memory.

By bringing together two storylines from two distinct eras, you'll uncover the striking secret behind the fate of humanity.

Solve challenging cross-timeline puzzles alongside a mix of stealth, bike chases, and exploration. 
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I was originally brought onto this project as an artist, but a month into production I became the art producer in charge of 12 artists, and additionally ended up co-art director as well because I was not only still providing art for the team but also filling in for the majority of the art director's duties.

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My art director duties consisted of providing feedback for artist's work, working with designers/producers/the director/etc during labs, leading art meetings, and presenting about Machine Heart's situation to the USC Games AGP Faculty.

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My art producer duties consisted of summarizing our progress in all-team meetings, assigning the artists their tasks for each weekly sprint via Discord and Trello, staying updated on the progress of said tasks via near-daily communication and a weekly update sheet, keeping track of the game's tasks and progress, setting up meetings to brainstorm with Faculty when needed, and introducing new artists onto the team via presentation, as well as collecting information on every artist to be able to assign tasks to those who fit them best...

In the end, we not only completed all the art tasks originally planned for, but had extra time to hit some stretch goals, such as the interactable crows in the first area of the game!

Hans (2022)

Position: Producer, Co-Director, Artist, Writer​

Team size of 6 people, project duration of 6 months

 

Hans is a hand-drawn baking simulator RPG in which you play as an alien dropped off on Earth during World War 1, who bakes magical pastries to help the people in your small town. You can also choose not to make what they ask for, because sometimes their requests are not as thought out as they may think.

 

Be prepared, because your actions have eight endings worth of consequences!

Production for Hans consisted of creating the burndown sheet, macro sheet, guides for the Berkeley students, running meetings and playtests, and the application and meetings with USC Student Publishing to get the game published to Steam.​​

Production Materials: Game Design Macro, Burndown Chart

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Iterative Proccess

At the end of each biweekly sprint, we would host multiple playtests, during which we would record the gameplay and I would notate every single word they said. Afer each playtest, we would have the playtester fill out a survey Google form without our looking so as to give them a chance to give their accurate feelings about each element of the game.

 

My Co-Director Elaine also made sure to program in some statistics trackers so that we could easily gather information such as which of the eight routes players ended up going down, how long it took them, how many restarts they had (if any), etc.

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Bloobo (2023)

Position: Art Director

Team size of ~25 people, project duration of 1 year

Bloobo is a cartoony 2D mobile physics-based puzzle game with a heavy dark-comedy narrative. Reminiscent of old free to play iOS games.

More information coming soon!

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Baseball Rising (2024)

Position: Art Director

Team size of 19 people, project duration of 1 year

Baseball Rising in a 2.5D multiplayer action game set during the turn of the last ice age. You play as two competing groups of humans attempting to build and play the world's first game of baseball, all while dealing with an assortment of environmental hazards.

More information coming soon!

Melvin's Workshop (2021)

Position: Producer, Artist

Team size of 4 people, duration of 1 month

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A Snake Oil-esque tabletop game in which players compete to impress a judge by building and pitching creative machines using only junkyard scrap.​​​​​​

Being the producer on Melvin's Workshop consisted of leading the team in bringing a strong prototype to fruition as a complete polished game. This consisted of digitalizing art assets, creating marketing materials (such as box art), putting the assets into tabletop simulator (the prototype was physical) and making the game a buyable product on thegamecrafter.com under a 25$ budget.​

DEATHFISH (Currently In Development)

Position: Co-director, Producer, varied other tasks

Team size of 4 people, planned duration of 5 months

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DEATHFISH is a dreamlike scifi horror fishing simulator where you play as the mysterious fisherman Graham Peixoto. His exploration of an abandoned fish farm-ified Europa becomes increasingly disturbing— not only are the fish grotesquely mutated, but a massive creature stalks Graham from the depths, forcing him to confront his involvement in the torment of fish and humans alike.​​​​

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More information coming soon!

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