Game Designer

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Objective
To contribute to the design and creation of original, inventive and unique game experiences
Skills
  • Unreal Engine
  • Unity
  • VR
  • Game Concept Design
  • Level Design
  • Monetization, Virality, Retention
  • Scripting (C#, Lua, etc)
  • Combat Mechanics
  • UI / UX Design
  • Tools Design
  • 3D Modeling (SketchUp, Maya, Max)
  • Photoshop, Illustrator, InDesign
  • Jira, Mantis, Confluence , Perforce
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Company: Striking Distance Studios
Location: San Ramon, CA
Duration: 2022-Present

Game Designer, Striking Distance Studios
2022-Present
The Callisto Protocol (PS5/XBX/PC) – Using Unreal Engine, implemented one of the larger levels in the game. Designed custom checkpoint and game state tracking logic. Implemented combat encounters, puzzles, cinematics, tutorials and various traversal elements. Worked closely with all other disciplines (lighting, audio, cinematics and animation) to integrate assets. Continuously managed dynamic asset loading / unloading to maintain high frame rate throughout level.

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Company: Ubisoft
Location: San Francisco, CA
Duration: 2016-2020

Game Designer, Ubisoft
2016-2020
South Park: The Fractured But Whole (PS4/XB1/Switch) – Contributed to scenario, combat, AI and puzzle design for Strategy RPG title.

Unreleased Multiplayer First Person Shooter – Used various proprietary tools to prototype weapons, abilities, game scenarios and levels.
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Company: Mercenary Technology
Location: San Mateo, CA
Duration: 2015-2016

Game Designer, Mercenary Technology
2015-2016
VR Research And Development – Assisted in the design, research and development of new VR based IP using Unreal Engine 4.

Call Of Duty - Black Ops III (PS3) – Performed scripting, level building, tuning and optimization for PS3 port of popular action title using proprietary tools.
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Company: Disney Social Games
Location: Palo Alto, CA
Duration: 2013-2014

Senior Game Designer, Disney Social Games
2013-2014
Pirates of the Caribbean: Isles Of War (iOS, Web) – Designed various gameplay modes and mechanics for MMO RTS / RPG to encourage retention, monetization, virality and player engagement. Managed large amounts of content and game data using complex spreadsheets and proprietary design tools. Created, implemented and tuned narrative driven game quests for ongoing storylines. Created UI designs / wireframes. Utilized analytics tools to refine gameplay and difficulty progression.
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Company: Glu Mobile
Location: San Francisco, CA
Duration: 2011-2012

Lead Game Designer, Glu Mobile Inc
2011-2012
Gun Bros 2 (iOS, Android) Using Unity, designed player combat and control systems for free-to-play action title. Designed and implemented various enemy and weapon behaviors. Assisted in development of modular level layout system. Spearheaded development of user-friendly state machine tool used for logic, AI and other game events. Assisted other designers with use of AI tools.
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Company: Sega Studios
Location: San Francisco, CA
Duration: 2008-2010

Senior Game Designer, Sega Studios
2008-2010
Iron Man 2 (PS3, 360) – Created prototype levels in Maya. Implemented enemy AI using HSM and Lua. Helped develop visual logic scripting system to script game events.
Golden Axe (PS3, 360) Designed and implemented combat and control systems for enemy and player characters using Havok. Assisted in the development of visual HSM authoring system. Implemented shipping levels. Designed HUD, magic and object interaction systems.
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Company: Stormfront Studios
Location: San Rafael, CA
Duration: 2005-2007

Systems Designer, Stormfront Studios
2005-2006
Eragon (PS2) , Unannounced Title (PS 3) – AI scripting using proprietary state machine. Designed and implemented boss mechanics for game. Assisted in player controls implementation. Lead re-design of combat system. Designed introductory tutorial level. Concept creation, level design and prototyping for unannounced PS3 game.
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Company: Sony Computer Entertainment
Location: Foster City, CA
Duration: 2004-2005

Level Designer, Sony Computer Entertainment
2004-2005
Rise To Honor 2 (PS 2) – Designed and implemented levels for action / fighting game using proprietary behavior tools, Maya and SketchUp. Introduced new design process to team using SketchUp 3d conceptualization tool. Created scripted cameras for cut-scenes.
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Company: Namco Hometek
Location: San Jose, CA
Duration: 2001-2004

Senior Game Designer, Namco Hometek
2001-2004
Dead To Rights 2 (PS2, GameCube, Xbox) – Scripted AI and enemy generator systems in Lua. Designed and implemented various levels and gameplay modes. Prototyped mini-games.
Pac-Man World 2 (PS2, GameCube, Xbox) – Designed and implemented three full levels for well reviewed platform game.
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Company: Electronic Arts
Location: Redwood City, CA
Duration: 1994-2000

Various Design and Production Titles, Electronic Arts
1994-2000
Nuclear Strike (PS1) - Responsible for the design and implementation of one level. Aided in training and managing newly hired Assistant Game Designers. Helped develop comprehensive scripting language.
Soviet Strike (PS1) - Responsible for prototyping and implementation of one complete level. Spearheaded level creation process and the creation of development tools. Helped develop proprietary scripting language.
Road Rash (PS1, Sega Genesis) - Designed and implemented courses for various versions of racing-combat game.
Tester - Performed testing on a wide variety of titles and platforms including Sega Genesis, Super Nintendo, 3DO, PC / MAC & Playstation.