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<channel>
	<title>Adam Morina </title>
	<link>https://adammorinacreative.com</link>
	<description>Adam Morina </description>
	<pubDate>Mon, 24 May 2021 22:26:30 +0000</pubDate>
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	<item>
		<title>Home</title>
				
		<link>https://adammorinacreative.com/Home</link>

		<pubDate>Mon, 24 May 2021 21:02:10 +0000</pubDate>

		<dc:creator>Adam Morina </dc:creator>

		<guid isPermaLink="true">https://adammorinacreative.com/Home</guid>

		<description>Adam Morina
adam.morina000@gmail.com&#38;nbsp; &#38;nbsp; 
morina@usc.edu







</description>
		
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	<item>
		<title>Game Design</title>
				
		<link>https://adammorinacreative.com/Game-Design</link>

		<pubDate>Mon, 24 May 2021 21:23:25 +0000</pubDate>

		<dc:creator>Adam Morina </dc:creator>

		<guid isPermaLink="true">https://adammorinacreative.com/Game-Design</guid>

		<description>
	

Adam Morina
    Designer&#38;nbsp;
Game/Tech Design

Production &#38;amp; Design + Engineering Management&#38;nbsp;Level Design&#38;nbsp;Narrative Design &#38;nbsp;&#38;nbsp;&#38;nbsp;&#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp;&#38;nbsp;

&#60;img width="928" height="1393" width_o="928" height_o="1393" data-src="https://freight.cargo.site/t/original/i/28f5a677ca6ab2fcda4d7d61370b2e7719f06bf69d5194032c1ff6685e61e296/Screenshot-2023-05-05-205520.jpg" data-mid="177838124" border="0" data-scale="89" src="https://freight.cargo.site/w/928/i/28f5a677ca6ab2fcda4d7d61370b2e7719f06bf69d5194032c1ff6685e61e296/Screenshot-2023-05-05-205520.jpg" /&#62;






Official Walkthrough


Trailer


Website:&#38;nbsp;Try Again&#38;nbsp;





Current Status: Gold Master

ROLE: Director (Creative &#38;amp; Game)

Click for&#38;nbsp;Try Again EP (2 songs produced by me)&#38;nbsp;
TRY AGAIN is a 2.5d, fast-paced, meta, platformer” about a video game temp character named Benny who is trapped inside of an unfinished game by a mysterious, insecure, Oz-like figure called, “The Designer.” The Designer is up against a deadline from her publisher and it’s her last day to test. Benny needs you to get him out of this sisphyean, grey-box facility.




- Directed, managed and assembled a team of 20+ designers, engineers, tech artists, usability researchers and producers. With a focus on managing Design &#38;amp; Engineering teams as well as implementing features ranging from level design to audio systems.&#38;nbsp;Try Again will be featured in Center for New American Media’s, Confluence,&#38;nbsp;coming soon to PBS. Our protagonist, Benny, is played by Nolan North.
- Conceptualized, and built the original prototype which drove the creative vision. Selected and funded as a specialized Advanced Game by USC Games out of 70 submissions. Manage an 18-month production schedule based on agile software development methods.
- Developed and implemented game mechanics, base character prototype which were used to onboard every department on our team.
- Lead and manage design + engineering departments from prototype programming to deliverable, locked code, and game design within week long sprints
- Level designed on paper, prototype &#38;amp; implemented full level with real-time scripted level changes. Examples of this are shown below:
&#60;img width="1822" height="852" width_o="1822" height_o="852" data-src="https://freight.cargo.site/t/original/i/1e8c5e7dbe82eee93490fe76702d1fb09501fafff8eaaed16d307265edb45b5f/Screenshot-2023-03-30-212147.jpg" data-mid="173761070" border="0"  src="https://freight.cargo.site/w/1000/i/1e8c5e7dbe82eee93490fe76702d1fb09501fafff8eaaed16d307265edb45b5f/Screenshot-2023-03-30-212147.jpg" /&#62;

On paper Level Design for full game
&#60;img width="520" height="293" width_o="520" height_o="293" data-src="https://freight.cargo.site/t/original/i/c6c1e920d31cdceca880a211d819c5c6f3929c2f88e9b1626d18758bd93ec745/Level_Switch_Test.gif" data-mid="173761109" border="0"  src="https://freight.cargo.site/w/520/i/c6c1e920d31cdceca880a211d819c5c6f3929c2f88e9b1626d18758bd93ec745/Level_Switch_Test.gif" /&#62;


Test of bridge to wall-run switch



&#60;img src="https://i.giphy.com/media/yZZvmPn29BxWuj0AJE/giphy.webp"&#62;
Custom Movement System




    

        
            
            
            
            
            
        

        
            
            
            
            
            
        
        

        &#60;img width="1798" height="1012" width_o="1798" height_o="1012" data-src="https://freight.cargo.site/t/original/i/91c36369488de79c4e9edbb3f1e891214d2a26082aeeee3b5361ca9c5f678f45/Screenshot-2022-01-17-120213.png" data-mid="130516974" border="0"  src="https://freight.cargo.site/w/1000/i/91c36369488de79c4e9edbb3f1e891214d2a26082aeeee3b5361ca9c5f678f45/Screenshot-2022-01-17-120213.png" /&#62;
BLOCKS &#38;nbsp;
BAFTA Finalist Nominee(Click title to download &#38;amp; play)2021 &#124; VR Experiential Game &#124; Created by Adam Morina &#38;amp; Ingram Mao


Blocks is a VR interactive narrative experience about an installation artist who has lost his will and ability to create after the death of his father. Desperate to create again for an upcoming show, players enter the mind of the artist to rebuild his fractured imagination. Blocks aims to deliver an immersive experience that maximizes the potential of home VR. This is the first Up Above Studio production, experimenting with new approaches in narrative, audio, spatial and interaction design in Virtual Reality. Blocks is inspired by Gaspar Noe's "Enter the Void," minimalist artworks by Doug Wheeler, and Ninja Theory's Hellblade: Senua's Sacrifice. 

Blocks is a stationary experience that utilizes performative gestures as its core mechanics. User's body performance is designed to correlate with the emotional arc of our protagonist. The first level, Anger, tasks players with swinging their arms to control hundreds of triangles. The actions taken by the player are a byproduct of the stress/anger felt by the protagonist. The second level, Hope, has players discover hope by lighting up the darkness. Players help the protagonist come to terms with the loss of his father. Blocks is about finding light in the darkest of moments. We sought to tell a story that teaches us no emotion is permanent, and no feeling is final.
 



        &#60;img width="600" height="338" width_o="600" height_o="338" data-src="https://freight.cargo.site/t/original/i/24c1b64b94bc38afa059168083acfc227556c100c9132870f2e9ff3b11667f24/ezgif.com-gif-maker.gif" data-mid="157512217" border="0"  src="https://freight.cargo.site/w/600/i/24c1b64b94bc38afa059168083acfc227556c100c9132870f2e9ff3b11667f24/ezgif.com-gif-maker.gif" /&#62;

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Blocks&#38;nbsp;was Made with:Unity 2021, C#, Cinema 4D, Maya
        


        


        Detailed Work, Build &#38;amp; Goals
        
        
        


ROLE: Co-Director
Lead Game DesignProducer Programming
Narrative Design
Audio Design &#38;amp; Engineering
     My work on the game ranged from prototyping game mechanics such as touching, pushing and waving to implementing my
 audio design. The story plays out entirely through audio/dialogue while the player interacts, and repairs lost
 sculptures in the protagonist’s mind. The game is being built by a team of two. Because of our small team, I’m
 required to wear a lot of different hats. First, is organization and management. We focused our work using
 concentric development, pioneered by Mark Cerny. In order to develop a 10 minute game in 3 months, we started with
 mechanics, moved into pre-production where we delivered a detailed macro chart (scrollable in image above). We then
 broke down every single task, no matter how small, into a detailed burndown chart breakdown of the hours. Handling
 our production this way allowed us to adjust our scope early. We found the best parts of our prototyping, and cut
 out any weight that did not fit within the narrative.
    Audio is everything in VR. In Unity, I designed and scripted an adaptive audio system that changes the triggers
 out for new sounds. I wanted to build a feeling of dynamic subconscious audio like Hellblade. The player
 triggers extra narrative pieces by unknowingly ray casting their eye line into triggers throughout the game. This
 creates a feeling of space, while players are isolated in our protagonist’s brain. I also designed, scripted and
 built our Hope level which tasks the player with “discovering” hope through a randomizer system. When the player
 points at a sphere, they are provided one piece of an evolving sculpture. Each sphere the player connects with
 continues to build the sculpture. As a player, you do not know where each sphere is going to appear, creating a
 twister-esque game feel. I built this by looking at our character and the internal/external motivation and driving
 the player experience by connecting our core mechanic to character.
    



        
            
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There You Are
    
    Narrative &#38;amp; Game Design
        Narrative Writing
    
        There You Are is a narrative driven, character focused, third person game. The director on this project
        was third year thesis student, Rong Deng. She led our team in creating a powerful tale about growing up, loss
        and family connection. I worked as narrative designer and narrative writer from the beginning to the end of this
        project. A key pillar to There You Are was telling a story with multiple endings.

        You play as Su, a teenage girl who lost her mother and
        has a difficult relationship with her father. We set out to build a realistic character
        that adapts because of player choice. &#38;nbsp;Teenage years can be tough. We sought for
        players to personalize their experiences in the game, basing decisions on our
        own life experiences. Su has many simple choices through dialogue in the story.
        
        I developed a narrative system in Unreal Engine’s Blueprint that allowed us to test multiple dialogue reactions
        on screen. Because of this, we were able to adjust the narrative design in different directions that worked
        without bogging us down in development. The other piece of my work on this game was as Narrative Writer. We
        focused on telling a simple story that provided us the opportunity for our protagonist, Su, to have an emotional
        arc. I worked with our director to record our V.O. actors and implement dialogue. We wanted the player to
        interact with anxiety. Su’s breathing must be controlled when her stress becomes too much. Connecting emotional
        experience to simple gameplay was our core narrative design goal on this project. When Rong presented this
        thesis project to the USC Games Faculty, it was met with wide acclaim and praise for the Narrative
        Design.
    
    There You Are was made in Unreal Engine using Blueprint and C++
    
    
    
    Don’t Touch Anything 
            (Click Title to play on PC)
    Lead Programming
        Lead Game Design
Audio Design

    
    Don’t Touch Anything takes the classic Addicting Games style wackiness and combines this with a time
        trial chaos simulator. Don’t Touch Anything is our final project for Professor Margaret Moser’s Unity
        course. I co-directed, designed and produced the game in one month using concentric development. I built the
        animation system design that swaps between walking, running and stumbling. I also programmed the scoring, audio,
        physics, and lighting systems to create a highly sensitive house, ripe for destruction. We wanted the player to
        feel like they could lose control at any second. We designed a one minute narrative that motivates the player to
        break the rules. 
        Don’t Touch Anything was built in Unity using C#.
    
    Out At Sea
    Lead ProgrammingNarrative Design
        Lead Game Design
        Lighting and Custom Ocean Shader by Adam Morina and Jebby Zhang
        This project began with an idea to build the ocean. My partner and I had taken a deep dive into shaders and
        shader graph. Through our studies, we developed a serious skill for shader graph in Unity. We decided that we
        wanted to push ourselves and create a moving ocean, complete with different shades of blue and realistic water
        patterns. After weeks of work, we constructed a natural ocean tile. This can be controlled in the Unity
        inspector which can boost the ripples and strength of the waves. After we built the shader, I wanted to
        construct an ethereal visual novel that used the beautiful seascape. I’ve always been fascinated with sea
        shanties and lost lighthouse tales. I designed this piece to re-create the feel of ghost stories influenced by
        lost messages in a bottle. I built the scene by rigging the character, creating realistic night time lighting
        and developing blocking for the boat and camera. I wrote the poem/narrative to feel like a note lost long ago,
        waiting for its recipient to find it.&#38;nbsp;
        Out At Sea was built in Unity using C#.
    
    In The Forest
    Lead Game Design
        Programming
        Lighting
        Built as an environment/spacial exercise. With In the Forest, I tried to build an outdoor, audio zoo. The
        goal of this game is to feel the denseness and foreboding forest. The last moment sends the player into the sky,
        so that they can overlook the vast sandbox and mountain ranges. The detail of the lighting is scripted by using
        post processing in a non-HDRP Unity project. Particles and wind effects help bring the forest to life for the
        player. In The Forest was Built in Unity and C#.
    
    
    The Jefferson
                Misfit
    
    Technical Narrative Design
        Narrative Writing
        Lead Game Design
        Our approach to this game was simple; we wanted to reference the look and tone of the classic noir tales. This
        tasked our team in designing a simple narrative with many choices. We developed a system by using JSON files in
        C# to direct scenes by using A1, A2 directions, mimicking Twine in Unity. This allowed us to write within our
        code, making it easier to adjust the story. Writing is re-writing, and having to re-develop for each re-write
        would have been less efficient for our team. This video only displays Act 1 of a 20 minute 4 act story. The
            Jefferson Misfit tells the story of a misunderstood teen, desperate to clear his name after he’s
        wrongfully accused of cheating. 
        The Jefferson Misfit was made in Unity using C#.
    
    (More) Game Design
    
    Home





</description>
		
	</item>
		
		
	<item>
		<title>Film / TV</title>
				
		<link>https://adammorinacreative.com/Film-TV</link>

		<pubDate>Mon, 24 May 2021 21:52:51 +0000</pubDate>

		<dc:creator>Adam Morina </dc:creator>

		<guid isPermaLink="true">https://adammorinacreative.com/Film-TV</guid>

		<description>Adam Morina
Writing &#38;amp; Production - Film/TV
Screenplay
Producing



Follow Me
Written by Adam Morina
Directed by Maria Prieto
Short film made in collaboration with my friend Maria Prieto. 

After being dumped mid-coitous by his social media obsessed, narcissistic girlfriend, Theo decides to mend his broken heart by pursuing his long time crush and best friend, Kate. Their romantic dinner date gets interrupted when a fateful Instagram post leads to the arrival of a couple of uninvited guests. This story was written to capture the fleeting instantaneous relationships we all experience with our new appendage: the phone.


&#60;img width="1366" height="792" width_o="1366" height_o="792" data-src="https://freight.cargo.site/t/original/i/8d623690df48facafa506b344a2ea80f037c2b1525dc4a049fc6aa8e9e795061/Screenshot-2021-05-24-184639.png" data-mid="109406726" border="0"  src="https://freight.cargo.site/w/1000/i/8d623690df48facafa506b344a2ea80f037c2b1525dc4a049fc6aa8e9e795061/Screenshot-2021-05-24-184639.png" /&#62;


S.E.L.F.Written and Created by Adam Morina
S.E.L.F. tells the story of Michael Harding, a 1970s C-List actor who starts a very successful self-help program. While the program starts with good intentions, the road to success takes many casualties. I created this story after reading about the infamy of Werner Erhard, the founder of EST. S.E.L.F. is an original, one-hour dramatic series.
&#60;img width="1126" height="642" width_o="1126" height_o="642" data-src="https://freight.cargo.site/t/original/i/b13d5b5deffa89c32b787d0f87ea879faad9386e65ef36627cda98db892ab034/Screenshot-2021-05-24-184234.png" data-mid="109406657" border="0"  src="https://freight.cargo.site/w/1000/i/b13d5b5deffa89c32b787d0f87ea879faad9386e65ef36627cda98db892ab034/Screenshot-2021-05-24-184234.png" /&#62;



FOODWritten and Created by Adam Morina
Restaurants are chaotic, war-like places that seem to attract anarchist artists, yet it’s only food, what’s the big deal? With FOOD, I wanted to tell a story about the people that run a restaurant day to day. These big kitchens are make or break, and one bad review can be cataclysmic. This story is about a once famous restaurant and the people who work there. FOOD is an original, one-hour dramatic series.
&#60;img width="1125" height="661" width_o="1125" height_o="661" data-src="https://freight.cargo.site/t/original/i/2ce37af4f745a1801bb7773a2644951755e8816101512e394da1240d9f7249cc/Screenshot-2021-05-24-184305.png" data-mid="109406677" border="0"  src="https://freight.cargo.site/w/1000/i/2ce37af4f745a1801bb7773a2644951755e8816101512e394da1240d9f7249cc/Screenshot-2021-05-24-184305.png" /&#62;



AdultingWritten and Created by Adam Morina and Maria Prieto
Adulting is the spirtiual successor/half-hour television version of Follow Me. Written with the director of Follow Me, Maria Prieto, Adulting tells the stories of two friends who re-connect in their 20s. The two of them try to survive and grow up in a Master of None style dramedy format.&#38;nbsp;
&#60;img width="1080" height="608" width_o="1080" height_o="608" data-src="https://freight.cargo.site/t/original/i/0da5d391a9fbf09b2258fbe830a85f6a80e099dc89363d5b464b149a7202469a/u8lua-86M0NC1QP16-Full-Image_GalleryBackground-en-US-1606338492578._SX1080_.jpg" data-mid="109406688" border="0"  src="https://freight.cargo.site/w/1000/i/0da5d391a9fbf09b2258fbe830a85f6a80e099dc89363d5b464b149a7202469a/u8lua-86M0NC1QP16-Full-Image_GalleryBackground-en-US-1606338492578._SX1080_.jpg" /&#62;



The Browsing EffectAssociate Producer
I joined this project in pre-production as an Associate Producer and helped construct this film from beginning to end. Working with Executive Producers, Roan Bibby and Paul Perez, I sourced a big majority of the crew, from Script Supervisor to Location Manager. Bringing everyone in on budget. I organized all levels of production for an Ultra Low Budget film to help realize our director’s vision. This project had me budgeting with Movie Magic, working as Location Scout, Production Coordinator, and Executive Producing all at a moment’s notice.
&#60;img width="1280" height="720" width_o="1280" height_o="720" data-src="https://freight.cargo.site/t/original/i/28c2677fb8fe9a56612509fc2e402513b2988f2e695a51e00ccb3460d7c02c77/637590924_1280x720.jpg" data-mid="109406962" border="0"  src="https://freight.cargo.site/w/1000/i/28c2677fb8fe9a56612509fc2e402513b2988f2e695a51e00ccb3460d7c02c77/637590924_1280x720.jpg" /&#62;



Midnight Return: The Story of Billy Hayes and TurkeyAssociate Producer
Midnight Return is a feature documentary that had its World Premiere at the Cannes Film Festival in 2016. My responsibilities as Associate Producer were to coordinate production in two different countries: Turkey and the United States. I also worked with the director, and would deliver these notes to the editors in Color Correction, Sound Mixing and Principal Edit. I worked with the Executive Producer, Editor and Director to re-cut and adjust the story beats.&#38;nbsp;


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		<title>Music</title>
				
		<link>https://adammorinacreative.com/Music</link>

		<pubDate>Mon, 24 May 2021 22:11:02 +0000</pubDate>

		<dc:creator>Adam Morina </dc:creator>

		<guid isPermaLink="true">https://adammorinacreative.com/Music</guid>

		<description>Adam Morina


Music 
Composition - Piano/Synthesizer/Drums
Production - Ableton Live/Pro Tools


Psalms
Score by Adam Morina


Scenes from a Quarantined MarraigeScore by Adam Morina

adaaaaaaaaaaam · let's go to space
Released Single - Let’s Go To Spaceadaaaaaaaaaaam · Die - Perk
Die by Perk
Produced by Adam Morina
Unreleased - Contact for Track
adaaaaaaaaaaam · Believe - Perk
Believe by PerkProduced by Adam Morina
Unreleased - Contact for Track
Souf Partii · Punch Us In My Mouth
Released Single - Punch Us In My MouthProduced by Adam Morina



Released Single - Nitelyfe ‘46Produced by Adam Morina

Souf Partii · Nitelyfe '46



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		<title>About Me</title>
				
		<link>https://adammorinacreative.com/About-Me</link>

		<pubDate>Mon, 24 May 2021 22:26:30 +0000</pubDate>

		<dc:creator>Adam Morina </dc:creator>

		<guid isPermaLink="true">https://adammorinacreative.com/About-Me</guid>

		<description>Adam Morina



 &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp;
 &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp; &#38;nbsp;&#60;img width="448" height="448" width_o="448" height_o="448" data-src="https://freight.cargo.site/t/original/i/8005937eb3002dfb95949c71858fa5aea82c45317835818a10975cd0940c6260/Screenshot-2022-07-28-195057-modified-1.png" data-mid="149060717" border="0"  src="https://freight.cargo.site/w/448/i/8005937eb3002dfb95949c71858fa5aea82c45317835818a10975cd0940c6260/Screenshot-2022-07-28-195057-modified-1.png" /&#62;
About Me

Resume


USC Games MFA - ‘23USC Annenberg Fellowship - ‘21-’22
Finalist - Student BAFTA
GDC Narrative Review Gold Winnner &#38;nbsp;
GDC Presentation&#38;nbsp;- ‘21
IndieCade Nominee - Pickfair Directive - Game Developer


︎ &#38;nbsp;︎ &#38;nbsp;︎
︎&#38;nbsp;
︎




Hi, my name is Adam Morina, and I was born and raised in Los Angeles, California. I am currently enrolled in the prestigious Masters of Fine Arts in Video Game Design and Interactive Media at the University of Southern California. Prior to attending USC, I graduated from Chapman University’s Dodge Film School with a BA in Screenwriting and Film production.
Post graduating, I worked as an Associate Producer on feature documentaries, Midnight Return: The Story of Billy Hayes and Turkey, and The Browsing Effect. These were both low budget films that required me to wear many different hats during production. After gaining a huge amount of production experience working on both films, I started work as a Writer’s Assistant on CBS’s, The Young and the Restless. I began to pitch episodes to the writing team and was promoted to Freelance Staff Writer where I wrote multiple episodes to air. Because of the promotion, I was able to join the Writer’s Guild of America. I later worked as an assistant at Dickhouse productions for Jeff Tremaine, and Johnny Knoxville.
Throughout my time in the MFA program, I’ve both worked as a designer, developer and director on multiple projects ranging from narrative driven VR experiences to 2D chaos simulator, arcade games. My work is primarily on scripting narrative and audio systems, as well as prototyping mechanics for games as a tech designer. My most notable project is an interaction driven VR game entitled, Blocks. This project was built in a team of two, and recently announced as finalist nominee for the BAFTA award in the Immersive category.
Currently, I’m leading a team of 20 in developing a fast–paced, 3-D action platformer called, Try Again. This project doubles as my Master’s thesis and as a USC Advanced Games Project selection, chosen by games &#38;amp; CS faculty through a rigorous process of pitching and prototyping. Try Again is in pre-production and will be released in May of 2023. 
I love skateboarding, writing/producing music, and playing games (of course). Some of my favorites are Inside, Crash Bandicoot, The Last of Us, and Street Fighter. Thanks for checking out my portfolio site! 











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