top of page

Resume

Downloads

Skills

Industry knowledge
  • Game Design

  • Agile Methodologies

  • UIX

  • Level Design

  • Whiteboxing

  • Multiplayer Design

  • Quest Design

  • Gameplay

Tools & Technology
  • Unreal Engine 4

  • Unity 5

  • 3D Studio Max

  • Photoshop

  • Inkscape

  • Miro

  • Microsoft Excel

  • Microsoft Word

  • Microsoft Powerpoint

  • Perforce

  • TFS

  • Jira

Interpersonal Skills
  • Communication

  • Public Speaking

  • Customer Service

  • Scrum Master

  • Peer Leadership

  • Conflict Resolution

  • Pipeline Planning

Professional Work

Doom and Doom ii (All Platforms)

Experience the original Doom and Doom II on Switch, PS4, XBOX ONE, PC, and on your Android and Apple Devices.

Role: Designer
Team Size: 10

Features

- Original Doom and Doom II levels and gameplay at 60fps
- Local Co-op and Deathmatch
- Add-ons including SIGIL, TNT Evilution, and Plutonia Experiment
- Supports all major platforms and mobile devices

Responsibilities

 

  • Provided UI/UX menu design for Doom and Doom II multi-platform re-releases and subsequent DLC

  • Authored and maintained a collective Game Design Document

  • Coordinated with stakeholders and production towards milestone development deliverables

  • Assisted production with pipeline design and agile implementation

May - Dec 2019

Unannounced Internal Prototype

I worked on an networked multiplayer internal prototype in Unreal 4, centered around the idea of a sci-fi / fantasy version of zombie-tag.

Role: Game Designer
Team Size: 15

Features

- Infection based Team Switching
- Alien Sound Vision (You can only see the other team when they move!)
- Phased Objectives
- Mythic environments centered in Alien Temples

Responsibilities

  • Started and led a prototyping team from initial pitch to internal milestone development

  • Teamed up with stakeholders to develop full product backlog, all associated sprint plans, and milestone deliverables

  • Created a cross-discipline internal prototyping structure and internal testing scheme in partnership with production team to be used for future prototype projects

  • Acted as sole level designer throughout the project

  • Incorporated playtesting feedback into short-term targeted sprint deliverables

  • Designed and balanced all system and gameplay features

Dec 2019 - (Present)

Personal Projects

Circuit Slinger

Circuit Slinger is a VR rhythm game where players purge corrupted code to a beat. Grab a pair of guns and shoot your way through six levels of heart-pounding electronic music!

Role: Game Designer, Producer
Team Size: 10

Features

- Shoot targets to the beat in 6 playable levels
- Two game modes, with 3 game-play options to tailor your experience
- 3 different circuit-based reactive environments
- Supports both Oculus Rift, and HTC Vive

Responsibilities

 

  • Kept and communicated the central design-vision for all aspects of development

  • Produced product backlog, and implemented agile development schedule for team

  • Negotiated with stakeholders on milestone expectations and feature releases

  • Led and coordinated Team Leads in sprint planning and task execution

Aug 2018 - Dec 2018 (250 man hrs)

Interstellar Racing League

Interstellar Racing League is a high-speed, 4 player racing experience. Players are racing along gravity-defying tracks through alien planets to compete for the title of the Galaxy’s Best Racer.

Role: Principal UI/UX Game Designer, and UI Team Lead

Team Size: 56

Features

- Up to 4 players with multiple cars on 4 different multi-axis tracks
- 3 Game Modes: Grand Prix, Time Trial, VS
- Race through gates to gain abilities you can use!
- Use Knock to knock players out of the way! Use Shield to race through other racers!

Responsibilities

 

  • Acted as the chief point of contact for all UI/UX design decisions

  • Coordinated with Team Leads, Producers, and fellow Game Designers to design and implement product features

  • Led a UI/UX Team in designing an in-game menu, and gameplay HUD.

  • Led a Conveyance Strike Team to address key issues in gameplay conveyance in our Beta Milestone

Feb 2018 - May 2018 (200 man hrs)

Hupia (Train Jam 2018)

Play as Hupia, an island villager on a journey through a mystical realm, jumping between the fore and background to solve puzzles!

Role: Level Designer, Project Coordinator

Team Size: 5

This project was completed as an entry to the pre-GDC Train Jam 2018. Participants formed teams on the fly, designed and implemented a game project within 52 hours, without internet on a train, going from Chicago to San-Francisco! 

Features:

- Teleport between the foreground and the background! Activate switches to open doors to the next level. 
- 2 levels playable
- Completing the game within a certain time unlocks our test levels within the game!

Responsibilities

 

  • Acted as the primary level designer for all levels

  • Initiated and developed our integration pipeline through Git Bundling (No internet)

  • Created and kept a milestone timeline so that we could develop rapidly and with purpose

Mar 2018 – Mar 2018 (2.5 days / 52 man hrs)

zOEY AND THE mAGIC PAINTBRUSH

Zoey and the Magic Paintbrush is a strategic, line-riding, puzzle game where players can help a magic princess unlock portals by creating lines to collect gems.

Role: Producer, Level Designer

Team Size: 4

Features:


- Green and Red Paint, to roll and zoom across worlds!

- Use Paint to find your own solution in each world.

- Erase or modify your solutions with ease!

- 12 fun puzzles to play with! Progress is saved to your tablet, so you can come back and play again!

- Secret Challenge Stars exist in many levels, capture all of them to unlock a bonus!

Responsibilities

 

  • Managed three team members throughout the full development process, including acting as our team’s Scrum-Master.

  • Designed and created the first seven levels of the project, including all tutorials and implementation of tutorial screens.

  • Wrote and edited all in-game information text, including placement and implementation of our Help System.

  • Co-designed all principle systems and mechanics, including Line-types, Pickups, and Scoring System.

  • Developed the UI Design for the project.

Sept 2017 - Dec 2017 (200 man hrs)

Escape

Singleplayer Stealth/Puzzle Level | Hello Neighbor | UE4

Achievements:

Winner of the Cohort 27 Level Design Honors Award.


- Designed and implemented an interconnected, non-linear puzzle

- Scripted unique interactive elements to aid the player with stealth and puzzle conveyance

- Created a fully explorable and decorated house with outside neighborhood.

- Implemented an epic firework show on completion

2 months 2018 (240 man hrs).

Roger Is Missing

Singleplayer Quest | Fallout 4 | Creationkit

Achievements:


- Created a unique outdoor ghoul settlement with over 4 customized locations 

- Implemented a multiple solution main quest, with several endings, and a few            related side-quests

- Scripted unique encounters, including a deathclaw mini-boss, and an animated        nuclear scrubbing chamber 

2 months 2018 (220 man hrs) / 1 month 2019 (Refinement) (80 man hrs).

Gronak vs. The red menace

Singplayer Quest | Fallout 4 | Creationkit

Achievements:


- Created a highly thematic post-apocalyptic game studio 

- Designed and characterized humorous NPCs based on in-game comic book figures

- Scripted decision based encounters with different rewards and faction benefits

2 months 2018 (210 man hrs).

Bridgefort

Multiplayer 4v4 (CTF) Map | Unreal Tournament 4 | UE4

Achievements:


- Created a visually exciting and cohesive environment

- Implemented a "many paths" aggressive design

- Implemented secret areas and accommodated verticality into fundamental design

2 months 2017 / 1 month 2018 (200 man hrs).

eDUCATION

Undergraduate

Bachelor's of the Arts

Psychology

The University of North Texas

Denton, TX

August 2007 - August 2011

Graduate

Certificate in Interactive Technology

Concentration in Level Design

Winner of the Cohort 27 Level Design Honors Award

The Guildhall at SMU

Plano, TX

August 2017 - May 2019

bottom of page