Design Portfolio
RESUME
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Game Designer specializing in level design, world building, gameplay scripting and cinematic storytelling.
Shipped Titles:
Life Is Strange Double Exposure (Xbox, PS5, PC) | 2024
Temple Run Legends (iOS) | 2024
Temple Run Adventure (iOS) | 2024
The Video Game Show (Tilt Five AR) | 2022
Temple Run 2 (iOS, Android) | 2020
Fortnite (PC, Xbox One, PS4, XBSX, PS5) | 2019
Justice League VR (PSVR, Oculus, VIVE, IMAX VR, Samsung Gear, Daydream, Cardboard) | 2017
Hero (Steam) | 2017
The Sandbox Evolution (iOS, Android, Steam) | 2016
Snapimals (iOS, Android) | 2015
Genre Specialties:
First Person Shooters
Third Person Shooters
Role Playing Games
Puzzle
Action Adventure
2D | 3D Platformer
• 11 years in the game industry working as a designer on F2P Mobile, AR, VR and AAA games.
• Game Design: Game Mechanics, Pacing, Level Layouts, Usability, Gameplay Tuning, Rapid Prototyping, White Boxing, Cinematic's, World Building,
• Practical knowledge: 2D & 3D game engines as well as solid skills on visual and non visual scripting languages.
• Strong artistic sensibility: build level layouts with narrative and gameplay mechanics in mind to create fun gameplay moments for players.
• Team management: comfortable with both agile (scrum) and waterfall development methods.
Drawing:
Adobe Photoshop
Adobe Illustrator
Modeling:
Google Sketchup
Maya
Game Engines:
Adobe Flash
Unity
UDK
Cry Engine (Minor Experience)
Unreal Engine 4
Mod Tools:
Halo 5 Forge Editor
DOOM Snapmap
Age of Empires II Editor
Bethesda Creation Kit
Code Editors
Mono Develop
Microsoft Visual Studio
Sublime Text
Video Editing:
Adobe Premiere
Adobe After Effects
Version Control:
Github
Perforce
Task Management:
JIRA
Trello
Asana
General:
Level Design
Scripting
Cinematography
Pacing
Game Mechanics
Puzzle Design
Storyboarding
Professional
Info
Languages
Professional
Experience
JavaScript
C#
Kismet
Blueprint
Life is Strange Double Exposure Oct 2021 - April 2022
Lead Level Designer
Deck Nine Games
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Directed Level Design and led a team of level designers on Life is Strange DE.
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Helped build via greyboxes all the spaces of the game letting the team test narrative beats before art implementation.
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Collaborated with writers and narrative designers to ensure the spaces we were building fit with the script as well as accounted for all gameplay moments that were planned for the level.
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My level design team was also tasked with cinematic prototyping. We did simple blockouts of cutscenes and camera work using proprietary tools before the cinematic artists came in to do the final pass.
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Provided mentorship and guidance to junior designers as well as training sessions on how to improve their skillsets.
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
• Principal level designer helping to define the level design vision of the game.
• Developed many level design prototypes for the team over the years showcasing concepts from basic gameplay to complex design scenarios that helped determine the creative direction of the design.
• Helped determine level design metrics regarding size, scale and length of environments.
• Spearheaded the development of the level design tools at the studio to help with development for current and future projects. Helped design procedural generation systems for creation of unique level design.
• Led and mentored the design team and helped ensure we met our milestone goals and hit the finish line in time. Trained junior members of the team on best practices, tools and skills regarding level design.
• Pitched design and game concepts to leadership to determine the vision of the game.
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Temple Run 2:
• Even though I was on another project I helped provide design feedback to the Temple Run 2 team for the Enchanted Palace Map and the Christmas Map.
• Took part in playtests to help document bugs or any design issues noticed.
• Helped provide solutions to any level design issues that I noticed to the team while those maps were in development.
Unannounced Title May 2023 - Jan 2024
Senior Level Designer
Lost Boys Interactive
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Unannounced Project:
• Led a level design team on a assigned map for the game
• Led efforts for level layouts, combat encounters and special moments.
• Collaborated with producers, leads, and project managers to help ensure the team met deadlines and completed milestones on time.
• Worked with stakeholders at Gearbox to ensure our work was fulfilling the vision of the IP and was meeting expectations.
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Central Design Tools Research:
• Worked on researching tools, processes and mechanics to create a skeleton project teams could use to start new projects coming up.
• Prototyped level layouts using tools provided by tech designers for example project.
• I helped research the modeling and level design tools in Unreal Engine 5 that we could use and improve upon with the help of engineers.
Fortnite Jul 2019 - Oct 2019
Level Designer
High Voltage Software
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Worked in collaboration with Epic Games on Fortnite.
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Helped to build the level design of the Save the World PvE mode.
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Helped release the dungeon game mode in STW. Built dungeon levels utilizing a modular level design system in Unreal 4.
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Designed level layouts for base game POI's and landmarks in Stonewood and Plankerton.
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Performed bug fixes on level layout issues in Canny Valley, Stonewood and Plankerton.
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Frostnite: Assisted with POI creation on Frostnite 2019.
The Crystal Core Sep 2018 - Apr 2019
Senior Level Designer
BitLoft
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Senior Designer on the Crystal Core team.
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Managing a team of designers and leading the execution of level design on the game.
Justice League VR Jul 2017 - Nov 2017
Technical Level Designer (Contract)
Method Studios
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Worked under the Method EXP Division with DC and Warner Bros Interactive on Justice League VR.
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Aquaman: Created level layouts, and worked on combat system along with balancing gameplay and scoring.
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Batman: Designed and implemented level collision and respawn system.
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Implemented custom rumble system into Aquaman, Batman and Superman that worked across multiple VR platforms.
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Assisted Audio and UI team with localization of over 10 languages for all in game dialogue and text.
The Video Game Show Feb 2017 - Jun 2017
Game Designer (Contract)
castAR
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Worked with internal studio Eat Sleep Play to develop new AR games and experiences
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Game Design: designed unique game mechanics to show off the castAR system.
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Level Design: Did Level Layouts and scripted gameplay sequences for mini games
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Systems Design: Created unique gameplay systems for progression and rewards.
The Sandbox Evolution Mar 2016 - Feb 2017
Level Designer
Pixowl Games
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Worked on "The Sandbox 2 Evolution"
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Designed over 20 levels over the course of the game's development all ranging from standard platforming levels to unique and interesting puzzle experiences.
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Worked with Sony and designed 2 Ghostbusters Level’s during a promotion for the movie.
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Worked with Bandai Namco to add their IP's such as Pacman into our game. Prototyped editor tools and levels for the Pacman update.
Hero Feb 2013 - Feb 2017
Game Designer
Bakershah Games
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Shipped a 3rd person Action Adventure RPG game "Hero" now available on Steam.
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Designed Level Environments, Game Systems, and Gameplay along with set dressing, NPC placement, AI scripting, and Quest Design.
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Developed all the cutscenes for the game. Animated and scripted camera events and sequences using C#.
Snapimals Feb 2014 - Apr 2014
Level Designer (Intern)
BebopBee Inc.
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Worked on the initial level design prototype and mechanics for Snapimals out on iOS, and Android.
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Designed level layouts and prototyped different AI systems for animals.
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Worked on one of the first prototypes of the game to show investors.
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.
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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.
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.
Volunteer (July, 2014)
Casual Connect USA 2014
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Helped organize and run a smooth experience for conference attendees in the indie prize booth area.