2013 - 2021

  • Designed and iterated all world environments on NEO: The Worlds Ends With You from concept to ship.

  • Created 1/3 of all cinematics for NEO: TWEWY using a proprietary dialog system and Unity's Timeline.

  • Implemented and tuned all open-world camera behavior for NEO: TWEWY using Cinemachine.

  • Designed and pitched unique IP game concepts to executives and secured permission to prototype them using Unreal Engine 4.

  • Created and translated documentation on Unreal Engine 4 best practices and design workflows so that other designers could develop games faster.

  • Developed a VBA tool to enhance content production speed by 10x.
    Created content for Aikatsu, a Bandai Namco rhythm game, based on a famous anime series.

  • Translated email, technical documents, and legal contracts from English to Japanese.

  • Translated all front end and in-game text for the game Gabbuchi.

Roles
Lead Level Designer
Cinematics Designer
Senior Technical Game Designer
Translator

Achievements Summary

NEO: The World Ends With You
(Nintendo Switch, Playstation 4, Windows)

In direct collaboration with the Game Design Lead and Publisher correspondent, I blocked out, textured and iterated on every single game environment, along with all landmark set pieces from prototype stages up until final art passes.

Created over a quarter of all cinematics in the game, involving the implementation of state machines to control branching based on mission progress, hand-crafted animations of 2D object and texture parameters, and skillful manipulation and choreography of VFX, SFX, and scores of art assets.

Bright living room with modern inventory
Bright living room with modern inventory
  • In direct collaboration with the Game Design Lead and Publisher correspondent, I blocked out, textured and iterated on every single game environment, along with all landmark set pieces from prototype stages up until final art passes.

Level Design

More Details To Come

Bright living room with modern inventory
Bright living room with modern inventory
  • Created over a quarter of all cinematics in the game, involving the implementation of state machines to control branching based on mission progress, hand-crafted animations of 2D object and texture parameters, and skillful manipulation and choreography of VFX, SFX, and scores of art assets.

Cinematics

More Details To Come

Bright living room with modern inventory
Bright living room with modern inventory
  • Details Coming Soon

Combat

More Details To Come

Gabbuchi
(Nintendo Switch, Playstation 4, Windows)

One engineer located in the Nagoya branch office designed and programmed this game by himself and offered me the chance to translate all of its text (front end menus, tutorials, level names and in-game mission text).

I first met with him to align on the tone and target audience, and then started the first draft of text. All localization text was maintained in an excel sheet. I was responsible for translating the text in adherence to specific character length and type requirements, and all changes and updates were managed through SVN Tortoise.

I was in charge of translating, implementing and validating proper display of the text. Some instances of translations required extra info from the developer to properly capture intent, but these were resolve in short order.

The game received zero negative feedback on the translations, and so I considered my tasks successful.

Diving Game
(Android/Apple, Windows)

  • Details Coming Soon (Diving Game)

Classified page 5 newspaper selective focus photography
Classified page 5 newspaper selective focus photography

More Details To Come

Classified page 5 newspaper selective focus photography
Classified page 5 newspaper selective focus photography
  • Details Coming Soon (Petanque)

Petanque
(Vive, Oculus)

More Details To Come

Classified page 5 newspaper selective focus photography
Classified page 5 newspaper selective focus photography
  • Details Coming Soon (Rocket Umbrella, Steam Gun)

Rocket Umbrella
(Vive, Oculus)

More Details To Come

Classified page 5 newspaper selective focus photography
Classified page 5 newspaper selective focus photography
  • Details Coming Soon (Zombie Office)

Zombie Office
(Vive, Oculus)

More Details To Come

Disney Magical World 2
(Nintendo 3DS, Nintendo Switch)

I was put in charge of designing and creating all content for the Ballroom and Hula Dance rhythm games in Disney Magical World 2. The creation of each rhythm track was a labor intensive process, requiring meticulous data entry and an error-prone data export/import process. Within a week I determined the process was unsustainable, so I used my skills with with Audacity and scripting to rectify it.

I automated this manual data-entry task using an Excel VBA script, leading to a massive increase in speed and efficiency for preparing data used in the game.

  • Automation & Efficiency: I developed and implemented a solution that completely automated the transfer of critical game data from an external program into our Excel system.

  • Technical Skill (VBA): I utilized Visual Basic for Applications (VBA) to create a custom macro within Excel that seamlessly imported the external label/data file.

  • Result & Value: This change eliminated a bottleneck—the slow, manual data entry process—allowing the data to be rapidly prepared, converted to binary, and utilized in the final game. This significantly accelerated our production pipeline.

Aikatsu
(Arcade)

  • Working closely with the lead content manager, created new and innovative rhythm tracks for Aikatsu, running on Bandai's Data Carddass machines, that adhered to a strict set of rules, customs, and quality standard that had been expected by the loyal fan base.

More Details To Come