Specialties: Design Leadership, Project Planning, Systems Design, Level Design, Enemy/Boss Design, Tools Design, Design Documentation and Visualization, Visual and Text Based Scripting, Composition, Level Layout, Environmental Story Telling, Lighting, Press Interviews and Game Spokesman.
Production Experience with: Unreal Editor, Radiant, Photoshop, Illustrator, Maya, 3D Max, Perl, Lua, Kismet, Java/JavaScript, ActionScript, HTML 5
Insomniac Games
Game Director
Jan 2020 – Present
Spider-Man: Miles Morales
As Game Director I work closely with the Creative Director to help define the strategic and creative vision for all things related to player interaction and gameplay experiences. I provide feedback on missions, systems, combat and UI to help drive a consistent high quality experience on every aspect of the game. I constantly gather feedback from the team, internal/external user tests, executives, and our publishing partners to help craft the best possible AAA gaming experience.
Design Director
Jan 2018 – Jan 2020
Spider-Man PS4
I managed and directed a 20+ person design team in level design, systems design, and combat design on the Spider-Man franchise. I mentor and develop the design team, looking for ways to grow individual designers and the department as a whole. I work with the design leads to develop processes and standardization to help increase quality and efficiency across our design team. I work with directors and department heads on hiring, staffing and project planning across the studio.
Lead Designer
Sep 2016 – Jan 2018
Spider-Man PS4
I worked closely with the Creative Director and Game Director bringing the vision of AAA Spider-Man to life. I wrote documentation and planned the creation and delivery of certain features. I managed a team of level and system designers, reviewing their work, giving feedback, and mentoring them in various design processes.
Lead Designer
Mar 2015 – Sep 2016
Feral Rites
I worked closely with the Creative Director on developing the concept and pitching the game. We worked together to develop the game design doc, and to make sure the overall design vision, narrative, and quality bar is achieved. I managed a team of level and system designers, reviewing their work, giving feedback, and mentoring them in various design processes.
Senior Designer
Dec 2011 – Mar 2015
Sunset Overdrive
I was responsible for designing, documenting and tuning of the Hero Traversal system. I was responsible for designing the metrics and rules for building the Open World City. I blocked out and established macro flow through the city. I developed the visual language for traversable objects in the environment. I also mentored designers in level design, layout, and scripting. I was responsible for the design of the Open World tool set designers and artists use to manage and organize the open world.
I also lead the creation and design for both Sunset DLC packs. This included leading the mission designers, blocking out new areas, designing new weapons, and designing new traversal moves.
Senior Designer and Multiplayer Lead
Feb 2009 – Dec 2011
Resistance 3
Designer responsibilities included designing, scripting, and documenting game missions and certain enemies/bosses. This involved working closely with programmers and artists to ensure the features/implementation fit within the game’s macro design and project vision.
I was also the Multiplayer lead. My responsibilities included designing and documenting MP modes, features and balance, as well as mentoring and providing feedback to designers on MP levels and mechanics. I was also responsible for conducting companywide playtests and attending outside Focus tests to solicit feedback and suggestions on how to improve the MP experience.
Upon completion of Resistance 3, I served as the spokesperson for the European Press Tour. My responsibilities included traveling throughout Europe attending promotional events, meeting with fans, and giving interviews to various press outlets and magazine publications.
Naked Sky
Senior Designer
Jan 2009 – Feb 2009
Star Trek: D.A.C
Designed an implemented levels and MP game balancing.
Pandemic Studios
Level Design and AI Systems Designer
Feb 2007 – Jan 2009
Lord of the Rings: Conquest
Level Designer responsibilities included designing, implementing, and documenting game missions. I was responsible for 3 single player levels, and 2 multiplayer levels with multiple game modes. I also worked with other designers and programmers to help develop the proprietary visual scripting/level design tools that we used for the game.
Along with my level design responsibilities, I was also responsible for working with programmers to help design the AI systems, and the AI scripting tools for the designers. This included writing and documenting AI Design Docs, working out how the AI behave in combat, and testing new AI features before being released to the design team
Treyarch
Level Designer
Feb 2006 – Feb 2007
Call of Duty 3
I was responsible for level layout on a single player and multiplayer map for COD3. I worked closely with the level scripter to generate gameplay scenarios and fine tune geometry to enhance gameplay. I was responsible for memory management and asset management to ensure stability as other departments worked on my level. I was also part of the lighting team, and was responsible for lighting on multiple levels in COD3.
Luxoflux
Junior Designer
Aug 2005 – Feb 2006
Unannounced Project
Responsibilities included designing, implementing, and documenting game missions. I worked closely with other designers and writers to help generate ideas for the story and the overall progression of the game. I helped design an internal demo for an upcoming next-gen title. The demo was built using Unreal Engine. I handled the implementation of the geometry, lighting, and particles, based off of concepts from the artists and direction from the creative director.
Electronic Arts - Los Angeles
Xbox Test Lead
May 2004 – Dec 2004
Golden Eye: Rogue Agent
Responsibilities included managing the Xbox Golden Eye 2 test team, creating and designing test plans, white box testing of core features and generating status reports on the games current progress. I was in constant communication with the in-house development team, EA Montreal development team, and the other GE2 Leads, which helped ensure the GE2 test teams are all on the same page. I also managed the GE2 bugs in the database, making sure all the bugs were written properly and clearly.
QA Engineer
June 2003 – Jan 2004
Responsibilities included creating and designing user-friendly web front ends for the test case database and for the operations of QA, from project tracking to resource tracking. I also worked closely with the database designers and the QA leads to build high-performance web pages, allowing communication across teams to increase efficiency. I built the middleware cgi apps that handled the data flow from the databases to the web front end. I was also responsible for documenting design specifications of the features and functionality of these web pages and internal tools and how they interface with other systems at EA. These web pages were created through the incorporation of Perl, SQL Database schemas, Dreamweaver, Javascript, CSS, and Fireworks/Flash.
Tektopia
Freelance Graphic Design and Web Designer
Jan 1999 – Feb 2005
I owned and operated my own Graphic Design and Web design company. I had a wide range of clients that included corporate clients, promotional companies, art firms, and students, most of my clients where in the entertainment and fashion industries. I was responsible for creating corporate identity packages, flyers, posters, business cards, and logos. I also created interactive web pages, online art galleries, and small shopping cart systems. The tools I utilized included PhotoShop, Illustrator, Dreamweaver, Flash and Maya. I’m also extremely proficient in any web related code/scripting including but not limited to html, CSS, dhtml, perl, php, javascript, java, Flash Action Script.