Game Designer


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About Me
Veteran Game Designer with extensive track record of work in many shipped games across several platforms in various roles. Looking to join a team where I can contribute to the design and creation of inventive and unique gameplay experiences.
Skills
  • Unreal Engine
  • Unity
  • UE Gameplay Ability System
  • UE Behavior and StateTree
  • Concept Design and Development
  • Level, Combat and Puzzle Design
  • Monetization, Virality, Retention
  • UI / UX Design
  • C++, Blueprint, C#, Lua
  • VR and AR Development
  • Tools Design
  • Maya, Blender, SketchUp
  • Photoshop, Illustrator, InDesign
  • Jira, Confluence
  • Miro, Visio, draw.io
  • Perforce, Git
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Company: Insomniac Games
Location: Remote
Duration: 6 Month Contract

Contract Combat Designer, Insomniac Games
1/26-7/26
Wolverine (PS5) – Implemented enemy AI, behaviors and combat parameters using proprietary visual scripting tools. Analyzed and tuned animation frame events for all game enemies to improve combat feel. Analyzed and tuned weapon damage volumes and timing for all enemy attacks. Created and implemented late game enemy class. Tuned and implemented attack tells and VFX. Analyzed and tuned enemy stats to improve difficulty progression. Integrated models, animations and audio cues for enemies.

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Company: Striking Distance Studios
Location: San Ramon, CA
Duration: 1.5 Years

Game Designer, Striking Distance Studios
2022-2023
The Callisto Protocol (PS5/XBX/PC) – Implemented game levels using Unreal Engine. 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: 4 Years

Game Designer, Ubisoft
2016-2020
South Park: The Fractured But Whole (PS4/XB1/Switch) – Responsible for combat, encounter, AI and puzzle design for Strategy RPG title using Snowdrop Engine.

Unreleased Multiplayer First Person Shooter – Designed and prototyped weapons, abilities, game scenarios and levels in Anvil game engine.
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Company: Mercenary Technology
Location: San Mateo, CA
Duration: 1 Year Contract

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: 1.5 Years

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: 1 Year

Lead Game Designer, Glu Mobile Inc
2011-2012
Gun Bros 2 (iOS, Android) – Player character, controls and camera (3C's) design and implementation using Unity. Designed and implemented various enemy and weapon behaviors. Developed modular level layout system for rapid prototyping. 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: 3 Years

Senior Game Designer, Sega Studios
2007-2010
Golden Axe (PS3, 360) –Player character, controls and camera (3C's) design and implementation using Havok Animation Studio and proprietary tools. Designed and implemented enemy AI using Havok Behavior Tool and Finite-State Machines. Assisted in the development of visual HSM authoring system. Implemented shipping levels. Designed HUD for magic and object interaction systems.
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.
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Company: Stormfront Studios
Location: San Rafael, CA
Duration: 2 Years

Systems Designer, Stormfront Studios
2005-2006
Eragon (PS2) , Unannounced Title (PS 3) – Player character, controls and camera (3C's) design and implementation using proprietary scripting language. AI scripting using proprietary state machine. Designed and implemented boss mechanics for game. 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: 6 Month Contract

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: 4 Years

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: 6 Years

Various Design and Production Roles, 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.