
Poppy Playtime - Chapter 4
ROLE
Game Designer
DESCRIPTION
WORK PERIOD
November 2023 - February 2025
GENRE
I served as a Design Generalist on Poppy Playtime: Chapter 4, providing invaluable insights into all elements of the design process. My primary role was to design, document, prototype, and iterate on both new and legacy mechanics, adding new layers of depth to the Poppy Playtime gameplay formula. I helped to facilitate the completion of over a dozen new mechanics in Chapter 4, while also refining mechanics seen in previous Chapters to create a more streamlined and readable experience. I then worked to incorporate these mechanics into gameplay encounters by designing puzzles, chases, and boss encounters throughout the gameplay experience.
Additionally, I served as a key collaborator with other domains serving as the design liaison for Narrative/Cinematic implementation, Level Design, and UI/UX Design
Episodic Horror-Puzzle
PLATFORMS
Steam; Epic Games
Core Design
Worked as the primary contributor-level designer on the project; pitching, documenting, prototyping, and implementing both new and legacy mechanics/systems into the game. I worked alongside design leadership from the start of Pre-Production to define the direction of the project and was the designer tasked with both creating and maintaining all design documentation for the project. I was a key piece in facilitating communication between the design team and other departments, consistently serving as a liaison to transmit critical information between departments. I was crucial in the development of the game, staying on from the very beginning all the way through to the end and helped to fundamentally shape the end product as received by players.
Accomplishments
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Created and Maintained over 150 pages of Game Design Documentation for mechanics and systems
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Worked with design leadership to define core loop and game design pillars for the project
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Pitched/prototyped over two dozen new gameplay mechanics
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Revisited legacy mechanics to improve usability and refine implementation
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Introduced new level of AI Complexity into Poppy Playtime
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Designed new Save System to provide players with more options for replaying gameplay segments
Showcase

Reintroduced the Red Hand to Poppy Playtime, adding the additional twist of upgrading the hand into the Omni-Hand late in the game

Designed out functionality for new Omni-Hand including use cases, audio/visual feedback, and the charge system that limits uses

Added toggleable Flashlight to GrabPack

Reintroduced the Red Hand to Poppy Playtime, adding the additional twist of upgrading the hand into the Omni-Hand late in the game
Gameplay Mechanics/Systems

Worked with engineering to design the AI used for Doey in his "Stalker" form

This AI creatures features two distinct behavior states and three different attacks

Critter's behavior was modified to have the creatures act as a horde, rather than as singular attackers, increasing intensity of encounters

Worked with engineering to design the AI used for Doey in his "Stalker" form
AI Design
Puzzle/Content Design
Utilized established gameplay mechanics and systems to create unique puzzles and other interactions throughout the game. I implemented puzzles across multiple levels, ramping up in complexity and difficulty over time to create a steady growing challenge for the player. I was responsible for fully planning and executing on the design for the final boss of the game, testing player acuity, timing, and problem-solving abilities, while keeping them under pressure. I was integral to the gameplay direction seen in Poppy Playtime: Chapter 4, helping to breathe new life into the classic formula, keeping the game fresh in its fourth iteration.
Accomplishments
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Shifted the puzzle approach to be more naturalistic and integrated into level environments, compared to previous Chapters
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Created layered puzzle interactions that maximized use of established mechanics
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Integrated both new and legacy mechanics to refresh puzzle design in Poppy Playtime
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Tested players on the totality of their skillset with both physical challenges and logic-based challenges
Showcase
Puzzle Design
Doey Boss Fight
Narrative Design
Served as the Narrative Designer on the project, collaborating directly with the game director and writer to shape the story-direction for Chapter 4. I provided directed feedback on character integration, key scenes, and story pacing throughout Pre-Production to help solidify the structure for the game. I worked with the narrative team to plan out the gameplay devices used to deliver additional world building information, ultimately creating a fleshed out "Notes" system to facilitate exploration and lore delivery. Finally, I worked with the writer on the project to plan out most major cinematic sequences to maximize emotional impact.
Accomplishments
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Helped shape the narrative direction of the Project throughout Pre-Production
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Edited and refined script for gameplay scenes, cinematics, and lore collectables
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Improved narrative tools seen in previous chapters to be more impactful
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Plotted out many key cinematic sequences including camera framing, dialogue content, and character actions
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Implemented and formatted all collectable Notes into the game
Showcase
Notes
Cinematic Design
Level Design
Integrated with the Level Design team early in development to assist with the planning and creation of all levels in the project. Worked with the Level Designers from day one providing assistance with generating 2D Paper Designs for levels and assisting with the Greyboxing process when needed. I was given ownership of four levels throughout the development cycle, serving as a key contributor for implementation and ultimately taking those levels through to completion.
Accomplishments
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Created or assisted with the creation of 2D map layouts for all levels in the game
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Took ownership of four different levels seeing that each level was completed in a timely manner
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Assisted with the Greyboxing process as needed to get levels playable as soon as possible
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Worked with Level Design team to shape level design principles early in the project
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Created levels featuring "Walk and Talk" sections, puzzles, action sequences, and boss fight elements
Showcase

Completed 2D Layout for entire map including plotting out puzzles, interactable objects, and sequences


The Northwest Cell Block is one of the Doctor's earliest traps in the game. Locking the door behind the player, the Doctor releases tons of deadly Red Smoke into the room giving the player a limited window of time to find what they need to escape. The level pays off the tension built throughout the level with a high intensity encounter in the Red Smoke.

Completed 2D Layout for entire map including plotting out puzzles, interactable objects, and sequences
Prison Cell Blocks

Completed 2D Layout for entire map including plotting out puzzles, interactable objects and cinematic moments


2D Map I generated for the entirety of this level built around a series of close quarters encounters with the new villain, Yarnaby. The level is tense from beginning to end, culminating with a near-death experience as the player is saved by Doey the Doughman.

Completed 2D Layout for entire map including plotting out puzzles, interactable objects and cinematic moments
Bigger Bodies Containment Zone

Completed 2D Layout for entire map including plotting out puzzles, interactable objects and sequences



Completed 2D Layout for entire map including plotting out puzzles, interactable objects and sequences
Prison Utility Zone

Completed 2D Layout for entire map including plotting out interactable objects and cinematic moments


The direction for the level called for it to be big and grandiose, representing a true final showdown between the player and Doey, building up tension for the final emotional release accompanying Doey's death.

Completed 2D Layout for entire map including plotting out interactable objects and cinematic moments
Doey Boss Pit
UI/UX Design
Collaborated closely with UI team to plan out all needed UI/UX elements for Chapter 4. Provided direction on key components that needed to be represented in the game's UI and gave feedback on each new iteration of UI elements as they were developed. Personally worked on the generation of UI wireframes/mock-ups for select UI elements such as the new "Load Game" menu and served as the primary touchpoint between the UI and Design teams.
Accomplishments
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Improved UI Readability from Previous Chapters
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Introduced new Quality of Life features to make UI more user friendly
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Improved UI flow within menus to simplify interactions
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Generated UI Wireframes/Mock-ups for select UI Elements
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Served as the design liaison with the UI Team on the project
Showcase

Assisted UI Team in establishing Menu flow for readability and useability

Assisted UI Team in establishing Menu flow for readability and useability

Assisted UI Team in establishing Menu flow for readability and useability

Assisted UI Team in establishing Menu flow for readability and useability
Menus

Worked with UI Team to revamp inventory from previous Chapters to be more robust

Emphasized style and useability across tabs

Pushed for the Read Note Pop-Up to best integrate our narrative world-building into our UI

Worked with UI Team to revamp inventory from previous Chapters to be more robust
Player Inventory

Improved Tutorial Pop-Ups from previous Chapters by updating location and style of pop-up


Worked with UI Artist to update the Game-Saving Pop-up to be more subtle and stylized

Improved Tutorial Pop-Ups from previous Chapters by updating location and style of pop-up
