
HighStreet
Highstreet is a Web3 VR MMO Project that I worked on for about 10 months. My previous employer brought me alongside him, and I was unfortunately laid off when the market took a downturn and I was one of the least experienced employees.
During that time however, I did enjoy it. It was my first time as a Game Designer, and while due to that position I didn't have a lot of sway in the project, it was still nice being able to propose things for the title. Somethings may have made it in, but it's been years since i've worked on the project and they've seemingly gone in a different direction.
As a massive XR Enthusiast (most of the titles i've worked on have been in the space), I really put my heart into my proposals and designs. Some of the documents below, specifically the combat, I wish I can make into it's own title someday.

Excerpts of Work
Category title
A research paper on VR Combat, the general qualities of it found in other games, and how development time correlates to the quality of combat, and how you can avoid issues in low-quality combat.
CPG Blueprint and Non Combat Details
A design document to introduce the functions of the Crystal Powered Gauntlet. Including non-combat utilities, such as HUD elements or hypothetical skins.
Dual CPG Combat
A Game Design Document for a proposal for a VR Combat System much like a shooter. Wasn't used in-game due to being too complicated for hyper-casual audience. Revised from the original version to have a simplified kit where weapons have no variations/direct-upgrades.
VR Combat Design for a low-time scale
Game Design
Space Between Dimensions
A Narrative Design Document. Was adapted by Narrative Designers. Any other IPs mentioned in this document are hypothetical examples.
Admittedly a bit hamfisted, since it's just the typical "Crypto is cannon and crossovers = multiverse" story.
Excerpts of Work
Social Media Manager



During my time at Highstreet, I was also working on QA, alongside creation of materials for the Social Media. In the following YouTube videos, you can see examples where I created dynamic camera paths for recordings to be displayed on socials and presented to investors.
All Avatars moving throughout the videos were created by either me, or other team members recording their movements in VR and having them be ran-back in-engine, or other staff acting live.







