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      <video:description>We wanted to lean into real-time conversations that felt natural, and try to give the player room to interject or take some other time-sensitive action as they see fit. I built the frameworks for this system and the tools that writers and designers used to author the content and interruption rules.</video:description>
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      <video:description>As lead dev, I was determined to allow players to play the game in as many ways as possible. One of these features was a mouse-only mode. Players can move their character, select dialogue choices, play many games, and more, all with just one hand on the mouse.</video:description>
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      <video:description>A tour of the in-game pause menu. I worked with our art and design teams to conceptualize each screen and align on the feature’s goals, and implemented all game logic and animations. The “Bickr” screen was dynamically populated over play time based on in-game events and rule-based RNG.</video:description>
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      <video:description>A sample of the main menu. I took concept art and 3D models and turned it into this.</video:description>
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      <video:description>We paid an increasing amount of attention to the timing and performance of the voice acting and animation compared to OXENFREE to land jokes in Afterparty. It was up to the design team to land this organic cinematic design. I shepherded a lot of this scripting exactness to make sure the game was fun to play and watch.</video:description>
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      <video:description>Sam (voiced by Ashly Burch) ferries the main characters from location to location. This doubles as downtime for talking heads and as an area load mask.</video:description>
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      <video:title>Other Work</video:title>
      <video:description>I spearheaded the lighting model migration for the team and applied my applying my experience working with PBR models. Linear lighting allows our lighting and texture artists to capture more value depth and subtlety, especially in the specular highlights.</video:description>
    </video:video>
    <video:video>
      <video:content_loc>https://video.squarespace-cdn.com/content/v1/6a97a2f241c66d2afc57c62c/488367fe-be0e-4443-8357-fe5807c86471/playlist.m3u8</video:content_loc>
      <video:thumbnail_loc>https://video.squarespace-cdn.com/content/v1/6a97a2f241c66d2afc57c62c/488367fe-be0e-4443-8357-fe5807c86471/thumbnail</video:thumbnail_loc>
      <video:title>Other Work</video:title>
      <video:description>An unreleased feature (dubbed “Story Gestures”) for a future title that I prototyped after the game shipped. The player used pointer, touch, and/or motion gestures to drive contextual in-game actions.</video:description>
    </video:video>
    <video:video>
      <video:content_loc>https://video.squarespace-cdn.com/content/v1/6a97a2f241c66d2afc57c62c/d220c103-231f-4a63-bf5d-56fe11bf9075/playlist.m3u8</video:content_loc>
      <video:thumbnail_loc>https://video.squarespace-cdn.com/content/v1/6a97a2f241c66d2afc57c62c/d220c103-231f-4a63-bf5d-56fe11bf9075/thumbnail</video:thumbnail_loc>
      <video:title>Other Work</video:title>
      <video:description>An early version of the cursor magnetism feature. The goal was to get the cursor to feel snappy and responsive. I also added a “motion blur” to the cursor to help smooth over our 30fps limit.</video:description>
    </video:video>
    <video:video>
      <video:content_loc>https://video.squarespace-cdn.com/content/v1/6a97a2f241c66d2afc57c62c/eab4e014-794e-4fd6-83e0-95b8bfe1c632/playlist.m3u8</video:content_loc>
      <video:thumbnail_loc>https://video.squarespace-cdn.com/content/v1/6a97a2f241c66d2afc57c62c/eab4e014-794e-4fd6-83e0-95b8bfe1c632/thumbnail</video:thumbnail_loc>
      <video:title>Other Work</video:title>
      <video:description>I also added the cursor magnetism to screen-space UI screens, where the cursor “morphs” into a highlight and has a little give.</video:description>
    </video:video>
    <video:video>
      <video:content_loc>https://video.squarespace-cdn.com/content/v1/6a97a2f241c66d2afc57c62c/fe0d4c53-cf4a-4439-9dbd-bdf02a230e77/playlist.m3u8</video:content_loc>
      <video:thumbnail_loc>https://video.squarespace-cdn.com/content/v1/6a97a2f241c66d2afc57c62c/fe0d4c53-cf4a-4439-9dbd-bdf02a230e77/thumbnail</video:thumbnail_loc>
      <video:title>Other Work</video:title>
      <video:description>(2023) Most of the first prototype of a top-down walk-and-talk set in the mountains. We aimed to level-up the space to get through the level.</video:description>
    </video:video>
    <video:video>
      <video:content_loc>https://video.squarespace-cdn.com/content/v1/6a97a2f241c66d2afc57c62c/13c4b5ae-6345-46a5-bad5-7afc6c2344e9/playlist.m3u8</video:content_loc>
      <video:thumbnail_loc>https://video.squarespace-cdn.com/content/v1/6a97a2f241c66d2afc57c62c/13c4b5ae-6345-46a5-bad5-7afc6c2344e9/thumbnail</video:thumbnail_loc>
      <video:title>Other Work</video:title>
      <video:description>(2026) Very early prototype of the virtual camcorder mechanic. The second-screen window would appear on the Netflix Game Controller, acting as an AR window into the game from a different perspective.</video:description>
    </video:video>
    <video:video>
      <video:content_loc>https://video.squarespace-cdn.com/content/v1/6a97a2f241c66d2afc57c62c/a96be19a-8d9f-447e-b45d-9daae4b36f3d/playlist.m3u8</video:content_loc>
      <video:thumbnail_loc>https://video.squarespace-cdn.com/content/v1/6a97a2f241c66d2afc57c62c/a96be19a-8d9f-447e-b45d-9daae4b36f3d/thumbnail</video:thumbnail_loc>
      <video:title>Other Work</video:title>
      <video:description>(2023) An additional prototype of the main character’s “undo” power. The idea was that any choice could be rolled back, resetting the entire world state to seconds or minutes in the past.</video:description>
    </video:video>
    <video:video>
      <video:content_loc>https://video.squarespace-cdn.com/content/v1/6a97a2f241c66d2afc57c62c/e5197933-0e92-4397-aab8-70f4fd6d6417/playlist.m3u8</video:content_loc>
      <video:thumbnail_loc>https://video.squarespace-cdn.com/content/v1/6a97a2f241c66d2afc57c62c/e5197933-0e92-4397-aab8-70f4fd6d6417/thumbnail</video:thumbnail_loc>
      <video:title>Other Work</video:title>
      <video:description>(2026) Very early prototype of a pointer-only first-person movement system. The only player inputs were a pointer position and a pointer click; the system would smartly navigate the player in the direction that made the most sense based on context.</video:description>
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