“I am a game designer. I mostly create fun player experiences. I always try to figure out how I did or didn’t do it. I am perpetually learning from the last time.” – is my answer to “What are you doing now?”
A former Design Lead on 2 Tomb Raider projects and Design Director on the highly successful Skylanders franchise, I briefly became a Game Consultant before deciding that what I am most passionate about is working closely with a close-knit group of talented developers to solve the Great Dao that is the player experience – how to build a dialog between your audience and your game.
I currently reside in Portland, Oregon tempering my skills as a Lead Level Designer, knee deep in the guts of Unreal… the blood of many failed prototypes and blueprints feeling like ecstasy between my toes [squish squish]…
▪ Consulted as Technical Designer for Star Wars: Vader Immortal, re-configuring assets to trigger on sequencer rather than real time triggers, setting up cameras, capturing shots from camera rig in order to simulate the player experience through the VR headset.
▪ Worked with systems designers to develop metrics for combat spacing rules for designers and world builders. (Last Tide STEAM)
▪ Collaborated with Art Director to establish themes and asset allocations across a 6km3 map. Created interactive blueprint assets for team. (Last Tide STEAM)
▪ Using blueprints and proprietary scripts to create tools, increasing production efficiency of art and design personnel. (Last Tide – Steam)
▪ Helped to establish look and feel of VR arcade title, “kit bashing” together encounters from limited asset pool, triggering and timing events, and authoring composition of the scene from all points of view (Dragon Frost – VR Arcade)