Seasoned Gameplay Designer with 13+ years in crafting top-rated games for console and PC. Prioritizes player experience with an intent-driven design philosophy, consistently translates creative visions into compelling gameplay systems with exceptional feel. A passionate leader who fosters collaboration and vision alignment, motivating teams to realize any game's highest potential.
Experience
The Coalition (March 2021 - Present)
Senior Gameplay Designer
Gear of War (Franchise)
Cryptic Studios (May 2018 - March 2021)
Senior Game Designer (Content) (May 2019 - Present)
Magic: Legends - Action RPG (Steam / Xbox One / Playstation 4)
Owned the balancing and integration of the AI Director, the core game system which generates procedural encounters and dynamic pacing for the entire game.
Spearheaded the collaborative design and development of multiple cross-discipline, game-wide features, such as the respawn system and boss arenas.
Transformed the Magic: The Gathering IP into fully realized features while staying faithful to the lore.
Developed and delivered comprehensive mission instances, including AI scripting, storytelling, pacing, and mission scripting.
Designed and implemented sprawling Overworld zone maps, featuring unique mechanics, encounter scenarios, and AI behavior.
Proactively collaborated and communicated across disciplines to drive owned features from concept to completion.
Mentored designers in design principles, feature development, and technical elements.
Authored and maintained succinct design documentation and implementation guides.
Staff Game Designer (Content) (May 2018 - May 2019)
Neverwinter - MMORPG (Steam / Xbox One / Playstation 4)
Owned the design and implementation of the Neverwinter: Uprising progression structure, weaving together narrative, systems, and content to ship the comprehensive progression system for the expansion.
Pioneered and implemented Expeditions, a procedural and highly repeatable content type that defines Neverwinter: Undermountain.
Engaged deeply with the Dungeons & Dragons IP to ensure faithful and inspired translation into original content and gameplay.
Spearheaded the creation and implementation of Lair of the Mad Mage, the endgame, fan-favorite dungeon for Neverwinter: Undermountain.
Designed and implemented multiple missions, including initial pitches, level design and white-boxing, mission scripting, encounter pacing and balance, and narrative elements.
The Behemoth (June 2011 – May 2019)
Senior Game Designer (August 2013 - May 2018)
Pit People - Turn-Based Action/Strategy (Xbox One / Steam)
Owned and implemented multiple features, including story and side missions, PvP and PvE level design, world maps, and encounter design, contributing to a Steam rating of 96%.
Balanced and optimized all equipment and weapon stats throughout the game for both PvE and PvP modes.
Designed and scripted numerous missions, mechanics, encounters and pacing, and narrative elements.
Analyzed gameplay metrics, interpreted community feedback, and studied playtest sessions to perfect missions and gameplay systems.
Level Designer (June 2011 - August 2013)
BattleBlock Theater - Puzzle Platformer (Xbox One / PC Steam)
Led the Level Design team in creating DLC that achieved a Steam user rating of 95%.
Created hundreds of levels, including solo/co-op storyline missions and PvP/PvE multiplayer maps, taking them from concept to completion and delivering a Steam rating of 97%.
Operated the on-site Usability Lab and analyzed playtest sessions to improve level design, identify and correct design flaws, and refine gameplay progression for both individual levels and larger campaigns.
United States Marine Corps (August 2003 – August 2007)
Sergeant - Vehicle Commander
Led a team of seven and ensured their success in day-to-day tasks and overall mission readiness through extended combat operations while deployed to Iraq.
Ensured clear and accurate communications between various organizational elements of all sizes as the unit’s communications equipment operator in combat operations.
Technical Skills
Unity
UDK
3ds Max
Photoshop
Confluence
C# Scripting
XML Scripting
Perforce
Bugzilla
Jira
Education
The Art Institute of California - San Diego (March 2008 – March 2011)
Bachelor of Science, Game Art and Design.
Charles Bradbury of High Mood Studios “Creating Foliage and Organic Environments” Workshop.
Hethe Srodawa of Rockstar “Environment Design” Workshop.
Misty Cool of Sony Online Entertainment “Hand Painting Textures in Photoshop” Workshop.
Tyler Wanlass of Psyonix “Environment Texture and Lighting” Workshop.
William Kowach of Day 1 Studios “Game Assets Pipeline” Workshop.