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.

History