Portfolio

SUPERMASH (2021)

Developer: Digital Continue

Platform(s): PlayStation 4, Xbox One, Nintendo Switch, Windows 10

Supermash is a game that makes games. Players can blend together iconic genres to create new and unique (and sometimes a little wacky) gaming experiences. Jump through classic Platformer levels with a tactical Stealth character, fight as spaceships in JRPG battles - anything is possible with SuperMash’s emergent "game mashing" system, creating a different game every time you play.

NEXT UP HERO (2018)

Developer: Digital Continue

Platform(s): PlayStation 4, Xbox One, Nintendo Switch, Windows 10

Next Up Hero is a community-driven, multiplayer rogue-lite. Each player has one life to advance as far as they can. When you die, you’ll leave behind an Echo of your hero on the battlefield. The next hero in line can resurrect your Echo as an AI battle companion. Take turns continuing each other’s games, fighting and dying with friends until you have an entire army of Echoes by your side.

My role as Owner / Design Director includes:

  • develop creative vision and design documentation for new innovative game IPs

  • determine production priorities, development schedule, scope adjustments, and improve development processes

  • design and implement game systems, level layouts, cinematics and high level narrative

  • direct development team to ensure creative vision was applied to all aspects of the game design

  • evaluate all aspects of the game from a consumer perspective to achieve maximum player engagement

RECORE (2016)

Developer: Armature Studio

Platform(s): Xbox One, Windows 10

ReCore is a 3rd-person action adventure game developed in partnership with Keiji Inafune for Xbox One and Windows 10. In ReCore, you play one of the last surviving humans and team up with a variety of robot companions traveling through a hostile and mysterious world.

BATMAN ARKHAM ORIGINS: BLACKGATE (2013)

Developer: Armature Studio

Platform(s): PS Vita, 3DS, PC, Xbox 360, PS3, WiiU

Blackgate is a "2.5-D" Metroidvania style game in the Arkham universe originally developed for Vita and 3DS handheld systems. An HD version was later released as a digital download for Xbox 360, PS3, WiiU, and PC. The goal was to create a stand-alone product that translated the look, feel, and gameplay of the Arkham series into a side-scroller, including the hallmark "free-flow combat" system.

My role as Senior / Principal Designer included:

  • set design priorities, development schedule, scope adjustments, and improve development processes

  • create detailed documentation for all aspects of the game design

  • design and implement game systems, level layouts, cinematics and high level narrative

  • work with Programmers to improve design tools and create tools documentation

BROTHERS IN ARMS: FURIOUS FOUR (unreleased)

Developer: Gearbox Software

Platform(s): Xbox 360, PS3, PC

Furious Four was a FPS being developed for Xbox 360, PS3, and PC. The goal was to re-imagine the Brothers in Arms brand in an effort to appeal to a bigger market audience. The creative vision called for a more fantastical and edgy style instead of the previous focus on realism and historical accuracy. The story of the Furious Four was intended to feel like an exaggerated "tall tale" soldiers might have shared around a campfire.

My role as Design Director included:

  • develop creative vision and proposal documentation for new AAA game

  • serve as project liaison interfacing with studio executives, publisher partners, and media outlets

  • direct development team to ensure creative vision was applied to all aspects of the game design

  • determine production priorities, development schedule, scope adjustments, and improve development processes

  • evaluate all aspects of the game from a consumer perspective to achieve maximum player engagement

METROID PRIME 3: CORRUPTION (2007)

Developer: Nintendo/Retro Studios

Platform(s): Nintendo Wii

Metroid Prime 3: Corruption was the final game in the critically acclaimed series that defined the "First Person Adventure" genre. Corruption's defining feature was the implementation of first person controls for the WiiMote controller, which was lauded by critics and used as the benchmark for other Wii first person titles, including HD adaptations of Metroid Prime 1 and 2 as part of the Metroid Prime: Trilogy compilation for Wii. Corruption continued the trend of 90+ Metacritic scores, making the Metroid Prime trilogy one of the highest rated video game series of all time.

My role as Game Designer included:

  • lead design of Front End menus, Pause menus, and World and Galaxy map interfaces

  • lead in-game cinematic scripting throughout the game

  • designed and implemented game systems and level layouts

  • scripted combat encounters, environmental puzzles, and AI behaviors

DUKE NUKEM FOREVER (2011)

Developer: 3D Realms

Platform(s): Xbox 360, PS3, PC

Position: Level Designer

Duke Nukem Forever is a FPS best known for being the long, long, LONG awaited sequel to the blockbuster hit Duke Nukem 3D. During my tenure at 3D Realms, I was responsible for creating the Hoover Dam series of levels. Although the game was not released until several years after I left 3D Realms, I was excited to see that some of my original work made it into the final product. The Shrunken Machine, Steam Pipe Puzzle, Donkey Kong Stairway, and the Generator Rooms were the main pieces of my work that survived many years of project reboots and numerous designers reworking the levels I originally created.

My role as Level Designer included:

  • designed level layouts, built and textured world geometry, implemented lighting and audio

  • scripted combat encounters, environmental puzzles, and AI behaviors

OLDER GAMES

THE HOBBIT (2003)

Developer: Inevitable Entertainment

Platform(s): Xbox, PS2, PC

Position: Game Designer

AMERICAN MCGEE'S ALICE (2000)

Developer: Rogue Entertainment

Platform(s): PC

Position: Level Designer

DAIKATANA (2000)

Developer: Ion Storm

Platform(s): PC

Position: Level Designer