Senior Technical Designer at Heart Machine, designing bosses for POSSESSOR(S). Formerly at Digital Extremes, designing bosses for Warframe. Co-founder of BIT ROT with Chad McKinney. Together we made RECURSIVE RUIN. Fundamentally, I'm a maker:
Role - Boss design and implementation
Release - Whispers in the Walls
The Fragmented One is an eldritch conglomeration of lesser murmur limb enemies. The secretive '60 eyes' variant (seen here) is an extreme late game boss, and many consider it to be the most difficult boss in Warframe.
The design features:
Role - Boss design and implementation
Release - The Seven Crimes of Kullervo
Kullervo is a tragic character, stabbed in the back by those he trusted, and imprisoned across seven timelines by a mysterious warden. The design reflects his tortured character:
Role - Boss design and implementation
Release - The Duviri Paradox
The Dax Equitem is an otherworldly mounted knight assassination target encountered in Duviri.
The Dax Equitem was a bottom up design, focused on mounted combat, and "emotion" derived elemental attack variants:
Role - Boss design and implementation
Release - Warframe: 1999
The Technocyte Coda are an infested version of the boy band On-lyne, from the year 1999.
Drawing upon this, boss fight consists of a novel laser light-show concert which contains:
Developed by Heart Machine,
Published by Devolver Digital,
Release in 2025 on Steam
Roles - Boss design, enemy design, combat design, technical implementation
Description - Escape a sprawling, flooded city overrun with surreal interdimensional horror in this fast-paced action side scroller from Heart Machine and Devolver Digital.
I designed and implemented 20 boss fights for Possessor(s)
Role - Boss design and implementation
The Berserk Executive is the first boss fight in Possessor(s) and serves as an introduction to the boss mechanics that will be featured an expanded upon in the game, including:
Developed by BIT ROT,
Published by Iceberg Interactive,
Released May, 2022 on Steam,
EGS, and
GOG.
Roles - Studio lead, game design, programming, art, sound/music, almost everything.
Team -
Chad McKinney (Star Citizen),
Micah Holland (Sable),
Corey Johnson (Star Citizen),
and Stacy Chan.
Description - A kaleidoscopic narrative puzzle game in which an artist comes to terms with their grief. Explore an infinitely recursive world of strange fractal beauty and solve mind-bending puzzles. Created with Unreal Engine 4 and C++. Currently rated Very Positive on Steam.
Recursive Ruin's gameplay is founded upon a core concept: An infinitely repeating fractal world.
Every facet of the game is designed to work with this core aspect of the game.
This proved to be a significant challenge which required:
Physical objects were initially added simply because they were fun to throw around in the infinite space, but they eventually became one of the cornerstones of the game's puzzle design. Moving recursive objects in a fractal world proved fertile ground for puzzles, and gave players an intuitive way to learn to think recursively.
One simple but effective mechanic that worked well in recursive worlds was lasers.
Lasers can easily travel across the recursive world and power something in a different "iteration".
They could also be redirected any number of times (like classic mirror puzzles).
Most interestingly, they could be manipulated recursively, such that a laser you were aiming far away could in fact be pointing that laser recursively right next to you.
To take the concept further, there are "launcher" objects which launch the player themselves across the infinite world.