Poppy Playtime Chapter 5:
Broken Things

Design owner of some bespoke gameplay sequences and features.
Designed, documented, prototyped and iterated on gameplay features and sequences.
Built and maintained blueprint actor classes for use by Design team.
Established in-engine design gyms for easier testing and iteration.
Pitched gameplay beat concepts to leadership.
Implemented unique gameplay sequences using UE5 blueprint scripting.
Supported Level Design in the creation of interactive puzzle elements, and provided playtesting feedback.
Worked with Programming to develop tools and classes for use by Design to create content.
Worked with Art teams to produce assets needed to realize gameplay features.
Implemented final Art, Audio, and Effects as needed for some gameplay features.
I was a Senior Game Designer on Poppy Playtime Chapter 5, a narrative-driven single-player horror title.
Responsibilities:
Content Examples:
Huggy Wuggy "memory" Gameplay Sequences
Various Gameplay Ingredients
Freezable Poppy Gel
Pressure Tanks
Breakable Glass Panels
Breakable Vent Panels
etc.
Dollhouse "blackout" Gameplay Beat (original concept pitch only)
I began working at Mob Entertainment in June, 2025.