Career Objective
Building amazing game experiences that Players carry with them long after they’ve powered down the machine. I carry a working knowledge of many games and genres that help me find creative ways to develop and pivot as needed.
Work Experience
Principal Game Designer, Brass Lion Entertainment
Mar 2021 – present
- Project: Wu Tang: Rise of the Deceiver
- Created and maintained many Unreal Engine assets, including Blueprints, Data Assets, Plug-in content, and other related tools.
- Generated game play events by working closely with Narrative and Art to match the context of the game.
- Worked with the team to scale an Epic marketplace procedural generation (PCG) system into a reliable, and production ready, world generation system.
- Designed, prototyped, and implemented gameplay systems like teleportation, spawning, quests, and more, that I maintained and supported as they were integrated into the team’s work.
Principal Game Designer, Undead Labs
May 2018 – Mar 2021
- Project: State of Decay 2
- Used previous Zombie and large-scale battle experience to design a new type of gameplay, the Plague Wall, that was showcased as the ending for the Heartland DLC.
- Made multiple quests for Zedhunter DLC and worked with the team to balance new Player abilities with Unreal Engine 4.
- Arranged and maintained a weekly focused play test where team members were scheduled to try iterations and provide feedback through surveys.
- Partnered with other designers to learn the depth of their work so I could support them as workloads fluctuated.
Senior Designer, Monolith
Oct 2012 – May 2018
- Projects: Middle Earth: Shadow of Mordor, Middle Earth: Shadow of War
- Collaborated closely within a strike team to prototype and build a new quest system.
- Scripted quests that taught Players new skills by introducing and reinforcing the skill through game play.
- Maintained multiple quest lines through ship, ensuring flow of audio, game play, and cinematics.
- Designed new NPC actions that could be used in the open world to assist with the world story.
- Built and maintained multiple prefabs, contained files of art and game play logic, used across Golden Path and Open World exploration. These include the Forge Towers, Caragor Bait, and groups of Enemies/NPCs performing mundane tasks.
- Lead a strike team for a tentpole feature, the Fort Assault. Scripted the logic of the Assault and collaborated with Code, Cinematics, Nemesis System strike team, Audio, and Art to create needed systems and support for the new game play system. Maintained the system through both post ship DLCs.
- Debugged and fixed any conflicts that occurred between the Fort Assault and Nemesis systems. These stem from the dynamic nature of the Nemesis system, the amount of Uruk tribes, and the combination of Assault/Defense upgrade possibilities.
- Developed new technologies for large scale battles.
- Prototyped and pitched new game play ideas to Leadership.
Level Designer, Treyarch
May 2005 – Aug 2011
- Projects: Call of Duty 3, 007: Quantum of Solace, Call of Duty: Black Ops
- Collaborated within design pods to design spaces that could support combat and cinematic moments.
- Ensured level pacing and tempo by balancing combat and non-combat moments.
- Scripted logic for game play elements like traps, area of effect, spawning, cinematic moments, and more.
- Maintained multiple levels through ship and post release.
- Developed objectives across multiple FPS IPs. From “Blow up the Flak 88s” to multiplayer easter eggs in Zombies.
- Created and maintained Achievements/Trophies for Quantum of Solace.
- Grew my abilities while experiencing two console generation updates.
Quality Assurance Tester, Activision
May 2001 – April 2005
- Projects:
- Matt Hoffman Pro BMX, Star Trek: Armada 2, Soldier of Fortune 2: Double Helix, Day Of Defeat, Doom 3, Quake 4, Vampire: The Masquerade – Bloodlines, Star Wars: Jedi Knight 2, Star Wars: Jedi Knight – Jedi Academy, Tony Hawk Pro Skater 4, Call of Duty 2: Big Red One, and more.
- Developed robust test plans and checklists for use by the team.
- Collaborated with other testers for multiplayer and large-scale networking testing.
- Identified, documented, and tracked bugs using DevTrack.
- Tested builds against multiple hardware configurations (e.g. Motherboards, GPUs, etc).
Education:
High School – Crenshaw Highly Gifted Magnet (Graduated 2000)
Skills:
- Knowledge of LithTech, Radiant mapping tool, GSC scripting language, Photoshop, Maya, 3dMax, Unity, Microsoft Windows & Office Suite
- A+ Certified Technician (CompTIA Id No. COMP10443908, Validation Date: 3/6/01)
- Rapid Prototyping and Iteration
- Experience working with IPs
- Unreal, Unity, Radiant proficiency
- Mentoring
- Creative Problem Solving under Pressure
- Designing and Implementing for Iteration
- Debugging and Analysis