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!
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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.
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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.