Game Designer

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Published by: Krafton
Developed by: Striking Distance Studios
Genre: Action-Adventure / Survival horror
Platforms: PS5, XBX, PC
Release Date: December, 2023

THE CALLISTO PROTOCOL
Action-Adventure Survival Horror
Role:
  • Level design
  • Logic scripting
  • Checkpoint system
  • Combat design
  • Concept design
Tools Used:
  • Unreal Engine 4
  • Implemented complex gameplay logic using Blueprints
  • Implemented VO, cinematic and animation events
  • Designed custom checkpoint and game state tracking system
  • Managed level streaming logic
  • Original concept design
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Published by: Ubisoft
Developed by: Ubisoft
Genre: Strategy RPG
Platforms: PS4, Xbox One, Switch
Release Date: October, 2017

SOUTHPARK: THE FRACTURED BUT WHOLE
Turn based strategy RPG based on animated series
Role:
  • Scenario design
  • Combat design
  • AI scripting
  • Scripted events
Tools Used:
  • Snowdrop engine (Ubisoft proprietary)
  • Designed and implemented grid-based combat scenarios
  • Designed and implemented attacks and abilities
  • Designed and implemented deterministic AI
  • Implemented animations using hierarchical state machine
  • Created complex scripted events
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Published by: Activision
Developed by: Mercenary Technology
Genre: Action
Platforms: PS3
Release Date: November, 2015

CALL OF DUTY - BLACK OPS III
AAA Action
Role:
  • Scripting
  • Level building
  • Difficulty tuning
  • Optimization
Tools Used:
  • Proprietary level, scripting, asset management, debugging and optimization tools.
  • Assisted in PS3 down-port of AAA Action title
  • Re-built / Re-scripted levels to work within memory / CPU constraints of PS3
  • Tuned enemies and gameplay
  • Used various proprietary design and debugging tools
  • Managed and tracked large amounts of assets
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Published by: Disney Social
Developed by: Playdom, Inc
Genre: MMO, Strategy
Platforms: Web, iOS
Release Date: October, 2013

PIRATES OF THE CARIBBEAN - ISLES OF WAR
Free-To-Play MMO Strategy Game
Role:
  • Quest design and scripting
  • Alternate game mode design
  • Collectible drop system design
  • Enemy distribution
  • UI Design
Tools Used:
  • Proprietary CMS
  • Proprietary NPC scripting tool
  • Confluence / Jira (Task/Bug Tracking)
  • Worked with writer and artists to create continuous episodic stories and quests.
  • Designed UI for various game systems.
  • Tuned enemy distribution in vast MMO environment to ensure player engagement.
  • Designed and implemented ‘kompu gacha’ style collectibles system.
  • Designed expansion worlds and content.

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Published by: Glu Mobile
Developed by: Glu Mobile
Genre: Action
Platforms: iOS, Android
Release Date: Feburary, 2013

GUN BROS 2
Free-To-Play Top Down Shooter
Role:
  • Monetization Systems
  • Progression And Game Flow
  • Combat And Control Systems
  • Enemy Design
  • Ai Scripting
  • Level Design
Tools Used:
  • Unity3D
  • Maya
  • Proprietary State Machine
  • C# (Scripting)
  • Excel (Monetization and Game Flow)
  • Confluence / Jira (Task/Bug Tracking)
  • Helped team transition to new development process using Unity3D.
  • Helped design and implement proprietary AI state machine.
  • Trained junior designers.
  • Designed and implemented various NPCs and enemies.
  • Designed and implemented several levels.
  • Helped design unintrusive monetization systems.
  • Implemented weapons and vehicles.
  • Scripted game logic with proprietary state machine.
  • Implemented game flow and progression to facilitate and encourage IAPs and player retention.
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Published by: Sega Studios
Developed by: Secret Level
Genre: Action
Platforms: XBox 360, PS3
Release Date: Oct 14, 2008

GOLDEN AXE - BEAST RIDER
3rd person melee combat game with ranged projectiles and mounted beasts.
Role:
  • Character Control
  • Enemy AI
  • Systems Design
  • Level Design
Tools Used:
  • Maya
  • Havok Behavior
  • Proprietary HSM
  • Visio
  • SketchUp
  • Designed and implemented main character controls including magic attacks, combo attacks, evades, parry etc.
  • Used proprietary HSM tool to implement and tune enemy AI.
  • Spearheaded design of HUD.
  • Designed magic system / spells.
  • Designed and implemented complete shipping level.
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Published by: Vivendi Games
Developed by: Stormfront Studios
Genre: Action
Platforms: XBox 360, PS2
Release Date: Nov 14, 2006

ERAGON
3rd person fixed camera action adventure game utilizing melee and magic combat.
Role:
  • Character Control
  • Enemy AI
  • Systems Design
Tools Used:
  • Proprietary HSM
  • Visio
  • SketchUp
  • Designed and implemented various boss mechanics.
  • Used text based HSM scripting to implement and tune enemy AI.
  • Designed pre-production tutorial level.
  • Helped develop proprietary behavior scripting language.
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Published by: Namco
Developed by: Widescreen
Genre: Action
Platforms:PS2
Release Date: Apr 12, 2005

DEAD TO RIGHTS 2
3rd person shooter with a variety of weapons and disarm maneuvers.
Role:
  • Level Design
  • Minigame Design
  • Systems Design
  • Scripting
Tools Used:
  • Maya
  • Lua
  • Sketchup
  • Visio
  • Programmed macro functions to simplify level logic scripting.
  • Designed two complete game levels.
  • Spearheaded design of various mini-games / alternate game modes.
  • Implemented boss fight for prototype level.
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Published by: Namco
Developed by: Widescreen
Genre: Action
Platforms: PS2
Release Date: Nov 19, 2002

DEAD TO RIGHTS
3rd person shooter with a variety of weapons and disarm maneuvers.
Role:
  • Level Design
  • Scripting
  • Boss Design
Tools Used:
  • SoftImage
  • SketchUp
  • Visio
  • Scripted one complete shipping level.
  • Designed and implemented boss behavior.
  • Scripted IGC sequences.
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Published by: Namco
Developed by: Namco
Genre: Platformer
Platforms: PS2, GameCube
Release Date: Feb 25, 2002

PAC-MAN WORLD 2
3D Platformer based on the classic arcade character.
Role:
  • Level Design
  • Scripting
Tools Used:
  • SoftImage
  • SketchUp
  • Visio
  • Designed and scripted 3 shipped levels.
  • Scripted IGC Sequences.
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Published by: Electronic Arts
Developed by: Electronic Arts
Genre: Racing, Action
Platforms: PlayStation
Release Date: Jan 1, 2000

ROAD RASH JAILBREAK
2nd 3D version of the classic racing / combat game.
Role:
  • Course Design
Tools Used:
  • Proprietary Design Tools
  • Designed and tuned race courses.
  • Placed obstacles and roadside objects.
  • Scripted background events.
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Published by: Electronic Arts
Developed by: Electronic Arts
Genre: Racing, Action
Platforms: PlayStation
Release Date: May 31, 1998

ROAD RASH 3D
First fully 3D version of the classic racing / combat game.
Role:
  • Course Design
Tools Used:
  • Proprietary Design Tools
  • Designed and tuned race courses.
  • Placed obstacles and roadside objects.
  • Scripted background events.
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Published by: Electronic Arts
Developed by: Electronic Arts
Genre: Action, Flight
Platforms: PlayStation
Release Date: Aug 31, 1997

NUCLEAR STRIKE
Flight based action adventure game in which various vehicles are used.
Role:
  • Level Design
  • Scripting
Tools Used:
  • Proprietary World Building and Scripting Tools.
  • Designed and implemented 1 complete level.
  • Scripted complex game logic with proprietary scripting language.
  • Design and tuned vehicles.
  • Assisted in the design and development of in-game world creation tool.
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Published by: Electronic Arts
Developed by: Electronic Arts
Genre: Action, Flight
Platforms: PlayStation
Release Date: Oct 31, 1996

SOVIET STRIKE
Helicopter action adventure game.
Role:
  • Level Design
  • Scripting
Tools Used:
  • Proprietary World Building and Scripting Tools.
  • Designed and implemented 1 complete level.
  • Scripted complex game logic with proprietary scripting language.
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Published by: Electronic Arts
Developed by: Electronic Arts
Genre: Action, Flight
Platforms: PlayStation
Release Date: May 1, 1995

ROAD RASH 3
Last 16-bit version of classic racing combat game
Role:
  • Course Design
  • Testing
Tools Used:
  • Excel
  • Proprietary course authoring tool.
  • MPW
  • Implemented and tuned 2 complete race courses.
  • Participated in general product testing.