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Alpha Game-play!

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Role: Level & Environmental Designer, Game-play Designer

Between Bough and Root  is a single player 3rd Person Puzzle game where you explore the wonders of a fantasy world where mother nature uses the color spectrum to control and section off areas of the world!

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Meet the Team!

Between Bough and Root  is a project in ON GOING DEVELOPMENT RIGHT NOW! The team consists of 5 incredibly talented and dedicated individuals!

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Max - 3D & Concept Artist + Animator |  Lucas - Web Developer & Game-play Programmer | Eduardo - Game-play and System Programmer | 

Jared - Game-play Programmer & Producer | Matt - Game-play + Level Designer & Marketing

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Level and Environmental Design

Check out the work I did on Pastel

My role

On Pastel, I was first and foremost the level and environmental designer, responsible for shaping the game’s spaces and creating 3D models for its environments. Alongside that, I led marketing and design development, ensuring the game’s tone and presentation aligned with its intended audience. My responsibilities ranged from building and documenting design rationale to iterating on gameplay loops that encouraged curiosity and engagement. I gathered and analyzed player data to develop consumer profiles for M.A.G.I.C. Spell Studios, which shaped both our creative and marketing decisions. I also designed and implemented UI elements that matched the game’s branding and coordinated closely with the marketing team to maintain a consistent tone across in-game assets and promotional materials.

This project pushed me to think more critically about how mechanics, visuals, and player experience intersect. Many of the most important lessons I learned during Pastel, including those that influenced my approach to production, visual design, and core gameplay systems, are explored in the takeaway section.

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Characters & Development

Come checkout some of the games early concepts and designs, as well as some concepts for future ideas!

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Major Take aways

Pastel taught me that understanding your audience isn’t optional, it’s foundational. The tone, mechanics, and even how we shaped the world all relied on being honest about who we were designing for. I also learned how vital concept art is to a project. Without a strong visual foundation, it’s too easy for a game’s look to drift and lose cohesion.

This was also the project where agile and scrum stopped being buzzwords for me. I implemented them out of necessity, not instruction. Structuring our workflow around realistic sprints and team needs gave the project rhythm and clarity.

But the biggest thing I walked away with was a shift in how I see camera design. I used to think of the camera as a tool, but this project reframed it as a core mechanic. Every puzzle, every movement, every design choice has to be filtered through that lens. Whether you're designing levels, systems, or gameplay moments, knowing exactly how the player sees and interacts with the space is what makes it all work.

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