Managed entire cross-discipline campaign development
Seamlessly integrated narrative, cinematic and gameplay content
Mentored, supported and inspired designers of all disciplines
Open-world centric design philosophy
Oversaw Post launch DLC, Live-ops and feature fixing efforts
Sympathetic support to motivate a team in decline
Complete RPS and difficulty overhaul for better player experience
From pitch to polish, owned all Piglin gameplay and tools
Developed 1.0 version of EVERY level, oversaw later handoffs
Engaged with MINECRAFT community to deepen IP knowledge
Co-wrote and owned 17 level design docs
Developed level design tools with engineers
Created single and multiplayer levels
Built first complete mission to pass vertical slice
Built needs-based LUA language with engineers
Tested, reported and iterated on script functions
Developed best practices and standards for future dev
Scripted first test encounters and polished missions
Greyblock / Greymeshed level 0 in UE5 with handoff ready models for artists
From sketch to greyblock and greymesh
Preliminary level scripting for objective placeholders
Lighting for atmosphere, mood and objectives
Use of shape to create a consistent visual language
Clear affordances to lead the player
Breadcrumbing and denying affordance
Controlling pacing, flow and time to reach objectives
Developed 3 unique weapons with recoil, reload, etc.
Player 3C's with placeholder animations
Sprint, Jump, Crouch, Prone, Interact
Doors with destructible locks
In game and Main menus
Basic FPS UI and control scheme
Simple AI that chases and melee attacks player
Fireball and Fire weapon enhancement magic
Grey-blocked space-station level from scratch in UE4
Added level art to match game aesthetic
Level designed around central elevator shaft
Anti-gravity, Peripheral vision, Puzzles and more
Wrote Proposal, GDD, Story, Script, Briefs, and MS plan
Designed specifically for Occulus VR
Systems first Game Design in UE4
First ever AI Vancouver Senior Research Fellowship
Developed from paper prototype to polished level
Used SC2 tools to build, texture and polish
Scripted encounters for open-world gameplay
Lock and Key level design
Branching paths allow for player choice
Designed all systems around core gameplay pillars
Used SC2 action script to create new mechanics
Balanced costs for varied gameplay
Directed multi-disciplinary team of students
Set and met project deadlines
Delegated work to balance team effort
Wrote all design and production documentation
Designed systems to direct learning
Intuitive touch design for mobile (for older aged players)
Extensive cultural research and inclusive representation
Used mechanics as metaphor throughout
Hey, Thanks for checking out my portfolio, I appreciate it!
Are you looking to fill a design role? Check out my resumé - I'm an experienced design leader and level /campaign / gameplay designer.
If you have any questions, comments or you're looking for an engaging discussion about games, please contact me - info below!