Game Designer|| Level Designer || Environment Artist
Adventure Time: Finn and Jake Investigations
Game Designer || Vicious Cycle Software
Adventure Time: Finn & Jake Investigations is a single player adventure game inspired by classic adventure titles such as Monkey Island and Grim Fandango. In this title, the player takes on the roll of Finn the human, accompanied as always by his best friend Jake the dog. We handled Jake by making him into 'permanent objects' that Finn carried around, and could use for repeated puzzle mechanics.
We had several challenges to overcome as a team when working on this title. Among them, our studio was split between two projects at once, so we had half the team. In addition, the timeline was short, and we had never made a game in this genre before. To solve these issues, we aggressively studied adventure games as a design team, doing playthroughs of many such games as a team. In addition we all binged the entire Adventure Time series together, so that we could make the most of fan-favorite characters, places, and call backs.
These limitation major impact was the amount of environments we could produce, and so we came up with a story that allowed us to revisit a few places, and kept the number of rooms as limited as we could so that a higher overall quality bar could be achieved. When we were able to create the Marceline "Artifact Checking" DLC, we were able to produce a much higher quality bar, as we applied all the lessons learned from the starting line, and I encourage anyone who played this game to give the DLC a comparative try!


As a designer my major tasks included coming up with puzzles, locations, and dialogue that would fit into each story arc as written by our lead writer. Keeping in mind the limitations mentioned above, I was responsible for laying out levels, initial cameras, npc placement, and puzzle implementations.
Combat was admittedly shoehorned into the meta design by powers beyond our control, and while I was not responsible for the combat mechanics themselves, I was responsible for finding the best possible place to place combat throughout my levels.
In addition to my design responsibilities, I assisted the art team on a number of levels as well, making the most of our very small team.
My work included:
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Designing 7 scenarios
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Documentation
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Layout & Camera Design
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Puzzle Scripting
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Iterate with Feedback
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Final Polish
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Level Art
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Creating art in-line with direction
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Camera Polish
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Optimization
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Final Polish
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QA and Feedback for other designers
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Designed 2/3 of the entire DLC content.

The game turned out to be a love letter to fans. Admittedly we had fallen short in many avenues, but a love for the source material was not one of them. Personally, the lessons I took from this project were about making difficult choices when cutting content was on the line, and how to alter designs on the fly to accommodate the shifting resources of other departments. I think the application of those learned lessons shine through clearly in the Marceline DLC.
Work Examples || Level Playthroughs
A few examples are linked below. I found a few Youtube channels that were kind enough to provide high quality game play throughs, and have cultivated a few that showcase the content I was directly responsible for below. Please take a look and enjoy!


3rd Party playthrough videos of all my levels!
Case 1: Sweet, Sweet Magic
"Wizard City"
Case 2: Lumpy Ice Princess
"Hairy Beast"
Case 3: Sour Notes
"Castle Lemongrab"
Case 4: Everything Must Go
"Wet Willy"
Case 5: Album (Re)Cover
"Flimpin' the Diode"
Marceline DLC: Artifact Checking
"Part 1"
"Part 3"