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RESUME

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Tools/Skills
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I am an experienced design lead with over a decade of experience working in the entertainment, games & tech industry.

Area of Expertise:
Level Design
World Building
Content Design
Prototyping
Game Design
Product Management
Team Building
Design Direction
Cinematic Storytelling
User Experience Design
VR/AR/MR

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Shipped Titles: 

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Life Is Strange Double Exposure  (Xbox, PS5, PC) | 2024

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Temple Run Legends  (iOS) | 2024

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Temple Run Adventure  (iOS) | 2024

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The Video Game Show (Tilt Five AR) | 2022

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Temple Run 2 (iOS, Android) | 2020

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Fortnite (PC, Xbox One, PS4, XBSX, PS5) | 2019

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Justice League VR (PSVR, Oculus, VIVE, IMAX VR, Samsung Gear, Daydream, Cardboard) | 2017

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Hero (Steam) | 2017 

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The Sandbox Evolution (iOS, Android, Steam) | 2016

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Snapimals (iOS, Android) | 2015​​

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"As a lead designer with 12 years of experience, I have a proven track record of delivering exceptional interactive experiences that captivate and engage people from mobile, AR, VR, edutainment, & AAA. My expertise in game design principles, level design techniques, and user psychology enables me to create compelling experiences that keep audiences engaged.

Throughout my career, I have honed my skills with industry-standard software and tools to develop high-quality experiences that balance aesthetics, and technical limitations. I am well-versed in all aspects of the design process, from concept, ideation and prototyping to playtesting and iteration.

In recent years I have taken on leadership roles and have managed, mentored and guided large design teams by being their north star when building experiences as well as providing feedback and guidance to help them improve their skills and grow as professionals.

I am passionate about creating immersive and enjoyable interactive experiences that help & entertain people, and I am always looking for new opportunities to apply my skills and expertise to exciting new projects.

Drawing:

Adobe Photoshop

Adobe Illustrator

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Modeling: 

Google Sketchup

Maya

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Game Engines: 

Adobe Flash

Unity

UDK 

Cry Engine (Minor Experience)

Unreal Engine 4

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Mod Tools: 

Halo 5 Forge Editor

DOOM Snapmap

Age of Empires II Editor

Bethesda Creation Kit 

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Code Editors

Mono Develop

Microsoft Visual Studio

Sublime Text

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Video Editing:

Adobe Premiere

Adobe After Effects

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Version Control:

Github

Perforce

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Task Management:

JIRA

Trello

Asana

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General:

Level Design

Scripting

Cinematography 

Pacing

Game Mechanics

Puzzle Design

Storyboarding

Professional â€‹

Info​​
 

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Languages

   Professional  

 Experience

JavaScript

C#

Kismet

Blueprint

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Unannounced Title                                               May 2023 - Jan 2024
Senior Level Designer
Lost Boys Interactive
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  • Unannounced Project:


    • Led a development pod in collaboration with 2K and Gearbox on an unannounced title, overseeing the design of a key game zone.

    • Drove the creation of level layouts, combat encounters, and visual focal points, delivering high-quality gameplay experiences and memorable in-game moments.

    • Collaborated with cross-functional teams, including producers, leads, artists, engineers, and project managers, ensuring timely completion of milestones and project goals.

    • Engaged with stakeholders at Gearbox to align the level design with the game's IP vision and narrative beats, enhancing the overall player experience.

  

 
 
 
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Life is Strange Double Exposure                      Oct 2021 - April 2022
Lead Level Designer
Deck Nine Games
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  • Life is Strange Double Exposure:

    • Directed the Level Design for Life is Strange: Double Exposure, leading a team of designers in creating immersive and emotionally impactful environments.

    • Spearheaded the development of greyboxes for all in game spaces and led the creation of the fictional world of Caledon University while collaborating closely with narrative teams during script development.

    • Worked hand in hand with writers and narrative designers to ensure level designs supported both the script and key gameplay moments, maintaining a seamless blend of story and interaction.

    • Led cinematic prototyping efforts, designing blockouts for cutscenes and camera work using proprietary tools, setting the foundation for the cinematic team’s final pass.

    • Provided mentorship and training to junior designers, fostering skill development and strengthening the team’s overall capabilities.

 
 
 
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Temple Run Legends | Temple Run Adventure | Nov 2019 - Oct 2021
Senior Designer | Level Design Lead
Imangi Studios 
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  • Temple Run Legends | Temple Run Adventure:

    • Defined and shaped the level design vision for Temple Run Legends & Temple Run Adventure, playing a key role in the creative direction of these titles.

    • Developed numerous level design prototypes, ranging from basic gameplay mechanics to complex design scenarios, that influenced the game's overall design strategy.

    • Established level design metrics, including environment size, scale, and length, to ensure cohesive and engaging gameplay experiences.

    • Spearheaded the development of studio-wide level design tools and procedural generation systems, enhancing the efficiency and scalability of level creation for both current and future projects.

    • Led, mentored, and trained the design team, ensuring milestone goals were met and junior team members were equipped with the best practices and tools to succeed in level design.

    • Pitched innovative design concepts to leadership, contributing to defining the game’s vision and aligning the team’s efforts with long-term objectives.

    Temple Run 2:

    Provided key design feedback for the Enchanted Palace and Christmas maps, contributing to the refinement and enhancement of player experience.

    • Participated in playtests to identify and document bugs and design issues, ensuring smooth gameplay and high-quality map releases.

    • Collaborated with the development team to offer creative solutions to level design challenges during the development of these maps.

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Fortnite                                                            Jul 2019 - Oct 2019
Level Designer
High Voltage Software
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• Played a key role in designing and building levels for Fortnite: Save the World PvE mode, contributing to the game's overall success and player engagement.

• Spearheaded the design of dungeon levels for the Save the World mode, utilizing Unreal Engine 4's modular level design system to create dynamic, replayable environments.

• Developed and optimized level layouts for major Points of Interest (POIs) and landmarks in Stonewood and Plankerton, enhancing gameplay flow and player experience.

• Proactively identified and resolved critical level layout issues in Canny Valley, Stonewood, and Plankerton, improving game stability and reducing bug reports.

•Instrumental in the creation of POIs for the Frostnite 2019 event, directly contributing to the event's success and player retention during a key seasonal update.

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The Crystal Core                                              Sep 2018 - Apr 2019
Senior Level Designer
BitLoft
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  • The Crystal Core:

    • Senior Designer on The Crystal Core, an educational game, overseeing the design team and leading level design execution.

    • Led world-building and gameplay implementation efforts, building over 150 levels using modular design techniques to create engaging learning experiences.

    • Collaborated daily with the lead designer to ensure design goals and milestones were met.

    • Partnered with the programming team to prototype and develop designer tools for cinematics and gameplay in Unity, ensuring alignment with design team needs.

    • Designed and implemented in-game cutscenes, including camera animations and scripted cinematic events.

    • https://thecrystalcore.com/

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Justice League VR                                               Jul 2017 - Nov 2017 
Technical Level Designer (Contract)
Method Studios
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  • Justice League VR:

    • Collaborated with Method EXP, DC, and Warner Bros on Justice League VR, contributing to the creation of immersive VR experiences for iconic superheroes.

    • Aquaman: Designed level layouts and scripted the combat system, focusing on gameplay balance and scoring mechanics to enhance player engagement.

    • Batman: Developed and implemented level collision and the respawn system for the Batmobile, optimizing the environment for smooth gameplay.

    • Wonder Woman: Supported the team in refining level collision and adjusting nav meshes to improve enemy AI pathfinding and behavior.

    • Prototyped and implemented a custom rumble system compatible across multiple VR platforms, integrating it into the Aquaman, Batman, and Superman levels. Collaborated with engineers to ensure the system met design specifications.

    • Assisted the Audio and UI teams by setting up loading screens in Unity and implementing localization for in-game dialogue and text in over 10 languages.

The Video Game Show                                      Feb 2017 - Jun 2017 
Game Designer (Contract)
castAR
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• Collaborated with internal studio Eat Sleep Play to develop innovative AR games and experiences for a next-generation tabletop AR platform.

• Designed and developed unique game mechanics to showcase the capabilities of the castAR system, pushing the boundaries of augmented reality gameplay.

• Contributed to the creation of a seamless user experience by ensuring smooth software integration with hardware, optimizing user interactions for an immersive AR experience.

The Sandbox Evolution                                  Mar 2016 - Feb 2017
Level Designer
Pixowl Games  

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• Designed over 20 levels, ranging from standard platforming challenges to innovative puzzle experiences, contributing to the game's diverse and engaging gameplay.

• Collaborated with Sony to create Ghostbusters levels as part of a promotional DLC pack, enhancing the game’s content during the movie release.

• Partnered with Bandai Namco to integrate Pacman into the game, prototyping editor tools and designing levels for the Pacman DLC, enriching player experience with iconic characters.

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Hero                                                                Feb 2013 - Feb 2017
Game Designer
Bakershah Games
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•  Designed and developed a third-person action-adventure RPG, now available on Steam, featuring immersive environments and engaging gameplay mechanics.

• Led the design of level environments, game systems, and core gameplay, incorporating set dressing, NPC placement, AI scripting, and quest design to enhance narrative progression.

• Created and implemented all in-game cutscenes, animating and scripting camera events and sequences using C# and Unity's legacy animation system, bringing key story moments to life.

Snapimals                                                        Feb 2014 - Apr 2014
Level Designer (Intern)
BebopBee Inc.  
           

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• Contributed to the initial level design and core mechanics for Snapimals, available on iOS and Android, helping to shape the game's foundation.

• Designed level layouts and prototyped AI systems for animal NPCs, enhancing player interactions and gameplay dynamics.

• Played a key role in developing one of the game’s first prototypes, used to secure investor interest and funding

Personal Work

Bethesda Creation Kit          Development Time : In Progress
Level Design
Single Player RPG

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  • Designing a Level Layout for a Nordic dungeon.

  • Used modular level design to create a quick mockup to test gameplay.

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  • Tuning level difficulty to make it a simple dungeon the player could visit early in the game.

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Doom Snapmap                          Development Time : 72 Hours
Level Design
Multiplayer First Person Shooter

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  • Did Level Layout for a survival 4 player game. 

  • Used modular level design to create a 4 player specific gametype

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  • Utilized specific modular pieces to add more verticality to the level. 

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Halo 5 Forge                                   Development Time : 48 Hours
Level Design
Multiplayer First Person Shooter
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  • Did Level Layout for a space map. 

  • Implemented lighting and weapon placements.

  • Balanced map design utilizing a diagonal approach to level. 

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Overwatch                                   Development Time : 2 Hours
Level Scripting
First Person Shooter
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  • Developed a game type utilizing Low Gravity 

  • Scripted events where gravity changes every 10 seconds forcing players to think more tactically. 

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 Volunteer
Experience
Co_Organizer:                                         (Sep 2015 - Present)
 
 San Francisco Game Developers Monthly Meetup Group
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  • Host monthly networking events for one the largest game developer meetups in in the San Francisco Bay Area.

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  • Organized a game night event sponsored by Microsoft where developers could display their game and network.

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  • Partnered with UBM to provide perks and discounts to our members for GDC.

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Volunteer                                                   (July, 2014)
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Casual Connect USA 2014
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  • Helped organize and run a smooth experience for conference attendees in the indie prize booth area.

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Education
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Associate of Arts, Game Development                  (2013 - 2016)
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  •  Studied for AA in game development specializing in Game/Level Design. 

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  •  Started Development for RPG "Hero" while in school. 

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  •  Learned how to create many prototypes and levels for different genre's of games.

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