Hi, I’m Scott!

I’m a passionate game designer and developer with an interest in spaces and sounds.

I enjoy prototyping and developing levels using my creativity and obsession for fun in the games I make.

Mechwarrior 5: Clans (2024)

The latest entry into a 35-year long established franchise, Mechwarrior 5: Clans uses bespoke levels, cinematic gameplay, and a wide range of mechs and weaponry to up the ante in the latest Mechwarrior entry. The game features a 39-mission/map long campaign which can be played solo or in co-op with up to 4 other players.

Deck 6

A multiplayer map built in Unreal Tournament and Unreal Engine 4 using traditional Capture the Flag rules. Set in the Star Wars universe, this project was developed over 3 months with its roots in documentation and flow.

TTT_PolarBase

A multiplayer map built using Hammer and designed for use in Garry’s Mod, this map used rules similar to Clue or Among Us to advance objectives. This project lasted 5 months from its start as a paper prototype to its completion as a fully realized level on the Steam Workshop.

No Water in Hell (2019-2023)

No Water in Hell is a 4-year long project in which players sprint through Hell while spraying down demons and monsters with their trusty fire hose. The game features 9 custom biomes, a fully realized soundtrack of over 18 tracks, unique bosses, and a twist on the popular roguelike gameplay formula.

In 2021, my team’s game No Water in Hell was featured as the 1st-Place Winner for the Unity Community Showcase from September to October.


My Role: Lead Level Designer, Composer

I get involved in game jams too!

  • Lofi Simulator

    A Rhythm/Music game in which players must sequence a given song using their wits, hearing, and visual cues, reminisent of Rock Band and Guitar Hero.

    Made as part of a small scale Game Jam in 2019.

  • Tethered

    A Game Jam in which I was recruited to join the team as a composer for rapid music production in a lofi-synth style.

    Made as part of an independent 2-man Game Jam in 2020.


While you’re here, you can check out my resume, portfolio, and bio as well to get a sense of the games I make and content I create, along with my rationale.