Projects
Projects
Systems Design
Technical Design
Narrative
Narrative Design
Technical Design
Systems Architecture
UI/UX
Tools Engineering
Automation
Systems Design
Technical Design
Narrative
Narrative Design
Technical Design
Systems Architecture
UI/UX
Tools Engineering
Automation
I’ve owned gameplay features and systems including cooking and crafting, economy, player verbs, combat, gameplay and camera feel, mission design, and dynamic narrative/gameplay content delivery systems.
At Wildflower I worked to design, prototype, and iterate on systems, player movement and verbs, game feel, level/mission content, and UI/UX features on a small yet-to-be-announced project.
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I’ve directed narrative including creating characters, world-building, story arcs and beats, and overseen writing and voice talent, as well as on the tech side building complex systems for NPCs and dynamic narrative content delivery and traffic control.
I architected and implemented the highly dynamic narrative and encounter content delivery, “villiany” system, and content traffic control for Judas’s player-driven roguelike story and gameplay content, as well as implementing scripted sequences for narrative beats, mission content, and mise en scène.
On Blizzard’s unannounced survival game, I used my technical design skills to architect narrative design content and tools, as well as implement NUX, missions, and dynamic story beats. Prior to the cancellation of the project, I was working with the narrative director to build narrative beats and NPCs.
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I led narrative design for Thick As Thieves, including designing characters and backstories, story arc, narrative beats, and missions, as well as overseeing casting and direction for voice talent. I also worked on level design and mise en scène alongside artists for environmental storytelling and narrative cohesion.
I’ve designed and implemented a variety of UI and UX features, including fullscreen UI, HUD, and post-match results and animated motion graphics for Destiny 2 and Fuser, as well as a number of unannounced projects.
I’ve been in the games industry for over 15 years now, having worked on teams and projects of all sizes, from small indie startups to massive multi-studio AAA behemoths — though I much prefer teams on the smaller side. I have experience in nearly all areas of game design, but primarily systems, gameplay, UI/UX, and narrative. My background in tools engineering and automation allows me to be hands-on with the technical implementation of features as well as their design. I love creating beautiful solutions to difficult problems, and collaborating with others to create unforgettable player experiences. I’m most interested in working in games that delight players with novel features and systems, to bring something new and exciting to the industry.