Design

Games I made.

Alongside production I lead and contribute to small game teams through DevPods, where members team up in their free time and actually ship. Four of these I led end to end. The rest I contributed to.

Also contributed to

Smaller credits.

Fourteen more, on other members' projects. Between these and the four above that's eighteen DevPods credits since 2019, and a seven-quarter Game Changer listing — seven separate quarters contributing eight or more weeks.

Mar – Jul 2026
Head-on collision sound, scraping particle effect
Mar – Jun 2026
Boss vehicle design and related particles, tire smoke visual effect
Sep 2025 – Feb 2026
Item pickup and spawning particles, bug fixes
Apr – Jul 2023
Temporary player invulnerability after damage, recent-damage recolour signal
Mar – May 2023
Boundary enforcement, speed tuning, object visibility bug fix
Jan – May 2022
Broken brick tile integration, enemy dialog test
Feb – Apr 2022
Voice meow sounds
Nov 2020 – Mar 2021
Level design (tutorial maps 1, 2 and 3) and writing (level 1 tutorial, character power, win and lose text)
Nov 2020 – Jan 2021
ProBuilder integration, building and hut models, rocks, water fountain, sword platform, house, attack sounds (player and enemy, high and low), campfire
Sep – Nov 2020
Powerup sound effects, longer explosion sound
Jul – Nov 2020
Announcer 1 (energetic) voice over
Feb – Jul 2020
Angelbot
Oct 2019 – Mar 2020
Environmental scaling standards, piping and hexagon wall art, floors and ceiling design, laser fence, crates, aim reticle, scaffolding, dash blur effect
Oct 2019 – Feb 2020
Second and third quests, skeleton king voice, evil laugh, conclusion quest story, door closing sound, and the level between town and crypt
What people say

On the games I've led.

From LinkedIn, in their words. All recommendations on LinkedIn ↗

Justin stood out to me as soon as I met him, when he was a volunteer at IndieCade, a game festival for which I organize speakers. He joined the online practice group I run, HomeTeam GameDev, when we were facing new challenges in starting a whole new chapter. He immediately excelled as both a leader and collaborator. He pitched and lead an original VR game, did level and writing for another member's isometric RPG, modeled and did visual effects for another member's mech project, then organized and led several more games back-to-back. Each project he led is in a different genre, each with unique technical, design, and coordination challenges. Justin learns quickly, takes feedback well, communicates constructively, and has a solid familiarity from doing various aspects of game development firsthand, to be able to see easily how all the pieces fit together.
Chris DeLeonDev Pods founder, formerly HomeTeam GameDev · Justin's mentor · Jul 2020On LinkedIn ↗
I started working with Justin on a project he was leading, Mobius Inversion. The direction that he provided during the project allowed for both a clear vision of what he was looking for, as well as allowing artistic freedom for the 3D models I was creating. The feedback I received from him during private discussion and weekly group updates were informational, clear, and encouraging. During the project I led, Justin was able to jump in and fill in the gaps that we were having with voice over right at the end. He completed all the clips we were looking for in less than a day and by that evening we had it integrated in the project.
Dani (Cassidy) NobleWorked with Justin on the same team · Jan 2021On LinkedIn ↗
Earlier work

Older solo projects.

Student work, jams and prototypes, kept up because they show the road here.

Game jam
GrapeFruit Game Jam entry, playable in browser
Student
Student final project, a stealth platformer
Prototype
Platformer mechanics prototyping, playable in browser
Why design work is here

I make games too.

These aren't a side hobby. I led a twelve-person volunteer team through a three-month build with no budget and no authority, which taught me more about scope control than any process document has.

Hands-on, I work in Unity and Unreal: gameplay and combat feel, level design, VFX and particle authoring, enemy and boss systems, progression and level-up drafts, player movement and camera. On my own projects I own all of it end to end.

Doing the work myself is why I can write a prototyping SOP a designer will actually follow. The production record is over here.

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