Resume
I’m a creative game designer with 16+ years of experience working on AAA games. I specialize in creating slick and clever level layouts as well as challenging yet rewarding gameplay sequences. Now looking to apply my skills, expertise and passion into a company that believes that gameplay comes first.
Skills
Design
- Ability to take any environment and create gameplay that uses elements from that environment in clever and fun ways, but still feel integrated and not overly contrived.
- Creating level layouts that complement the mechanics of the player’s Avatar. This requires full understanding of what these mechanics are and how they feel when performing them.
- Intuitive level design that utilizes visuals, sound, feel, angles, and animation to lead but never handhold a player through the gameplay space.
- Ability to create gameplay sequences that combine enemies and custom set pieces to deliver memorable moments.
- Creating puzzles where the solution isn’t stumbled upon or buried within many steps, but instead easy to solve once you know the twist.
Tools
- Proficient in proprietary 3D development tools, Maya based level editors, Radiant Editor, Fox Engine, Frostbite, basic and visual scripting.
Other
- As a side project I have just released my first mobile game that I created by myself on Apple’s App Store.
- Strong 2D drawing skills, storyboarding background, and animation.
Work Experience
Senior Game Designer at Respawn Entertainment (2018 to Current) – Star Wars Jedi: Fallen Order (Dathomir&Fortress)
- Designed the level block out for all of Dathomir and a large part of Fortress.
- Scripted all enemy encounters in Dathomir except for bosses.
- Designed all navigational challenges in Dathmoir.
- Setup all streaming for Dathomir.
- Helped tunned enemy encounters on various levels.
Senior Game Designer at Visceral Games (2017 to 2017 (8 months)) – Star Wars (Unreleased)
- Designed multiple gameplay spaces for a single player Action Adventure game in 3D block mesh using Frostbite/Maya.
- Scripted enemies and objects to convey gameplay ideas within the 3D gameplay spaces I had created.
- Was asked to take on a bigger role in blocking out more levels of the game in 3D block mesh. I gladly accepted and began blocking out gameplay spaces for additional levels. While the previous block outs I had already finished were given to other designers to script up.
Senior Game Designer at Infinity Ward (2014 to 2017) – Call of Duty: Infinite Warfare
- Primarily worked on the mission “Titan” which was picked to be our first full production/green light level.
- I created the final 3D block mesh that was used by artists/scripters as their template to build from.
- Worked with Directors to craft gameplay spaces that supported story and gameplay moments.
- The last part of the mission took place in a jet fighter. I also designed this gameplay space and blocked it out in 3D.
Senior Game Designer at Kojima Productions (2013 to 2014) – Metal Gear Solid V: Phantom Pain
- Created the initial block mesh layout for the Gray Rampart Mulitplayer map.
- Tuned the map based off of several play tests held within the studio.
- I left Kojima Productions after 8 months, but the map I designed remained in the shipped game. It was taken over by new designers/artist, but many of the core designs remained.
Senior Game Designer at Sony Santa Monica (2010 to 2013) – God of War: Ascension
- Worked with Creative Director to design the flow and pacing of the opening level
- Modeled entire level in block mesh using Maya to get scale and feel right, then worked closely with art to balance form and function
- Scripted, tuned, and composed the arrangement of all non-boss encounters for entire level
- Scripted all tutorial elements for opening level
- Responsible for all object placement and navigational paths
- Worked closely with Combat Designer to create boss arenas within the level
- Created the flow and block mesh for “The Statue of Apollo” level, this was then given to two designers who fleshed out in detail the initial shell I created
Senior Game Designer at Visceral Games (2008 to 2010) – Dante’s Inferno
- Designed various combat encounters and puzzles throughout several levels in the game
- Responsible for creating block mesh using Maya to support my combat and puzzle designs
- Scripted puzzles and encounters for several levels
Senior Game Designer at Lucas Arts (2006 to 2008) – Star Wars: The Force Unleashed
- Designed the entire level flow for the “Tie Fighter Factory” mission, which was the opening main mission of the game
- Worked closely with environment artist to create gameplay spaces
- Scripted all enemy encounters for level
- Responsible for all object placement and scripting of hard gates
Senior Game Designer at EA Games (2003 to 2006) – Lord of the Rings: The Return of the King / Lord of the Rings: The Third Age / The Godfather: The Game
- LotR: The Return of the King – Designed the opening level for the game and responsible for all enemy encounters, gameplay transitions, pacing, and object placement. I also designed the “Palantir of Sauron”, which was a survival mode.
- LotR: The Third Age – Designed the “Plains of Rohan” missions. Paper map designs working with an Artist to build level. Scripted all enemy and object interactions.
- The Godfather – Designed missions, “Death of a Traitor”, “Sonny’s War”, and “A Recipe for Revenge”. Responsible for all enemy encounters and scripted events for missions.
Game Designer at StormFront Studios (2001 to 2003) – Lord of the Rings: The Two Towers
- Designed missions, “Balin’s Tomb”, “Plains of Rohan”, and “Helm’s Deep Wall”
- Scripted all enemy encounters and interactable objects
- Responsible for cameras and all object placement
Game Designer at The 3DO Company (1999 to 2001) – War Jetz
- Designed the “Panama” missions
- Paper designed all Panama missions (3 in total) and then worked with environment artist to balance form and function
- Scripted all enemy encounters and environment interactions