
Skylanders: SuperChargers
Level Designer
Mechanic Prototyping
At the beginning of the project I was on the team tasked with 'finding the fun' in Air, Land, Sea vehicle movement. I set up the tracks to support all three different vehicles in a few different ways like splines and camera tethering. I also prototyped out different mechanics and events that could be used in tandem with the vehicles.
Level Design
I owned two of the levels where I created the layout for the on foot playable space, the vehicle tracks and the dungeons throughout each level. It was a lot of content built upon rigid metrics designed to provide a fun experience for a junior player but with depth and surprises for the veterans.
Puzzles, Encounters & Events
Puzzles, encounters and events galore! This project was another game jam of fun content creation. Designing and creating unique puzzles and iterating on them to provide the proper depth of challenge. While the encounters were focused on making the player think about different ways to engage the mobs.
"The second game in the Skylanders series, built on the heels of the first with an amazing toolset and a team of seasoned designers. The amount of quality content we pumped out is amazing."


Cloudbreather's Crag
There were so many fun and unique moments added to the level. Hidden gong puzzles, the underwater caverns, driving down a dragon's back and dogfighting around its head. A lot of love and polish went into this opening shot as well.

Gadfly Glades
Honey, I shrunk all the things. This was a fun design challenge to shrink the player down to the size of an ant and find different activities to do. Swimming with the frogs and getting chased by a magnifying wielding lunatic were some of my favorite moments.
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But don't look at that rabbit. . . Man, it's terrifying.