Partner September 2022 – present
Level Design, Game Design, Tech Art, Game-play Code
Unannounced Title: 2022 – Present
Don’t Die, Minerva! for PC and Xbox
October 2018 – March 2020: UDK 4.21
Don’t Die, Minerva! Is a Rogue-like dungeon crawler built by a team of six where I designed many of the systems, implemented them in native code, and then delivered them with an art pipeline utilizing a scripting interface for artists.
My role changed daily, and I moved seamlessly from technical implementation to VFX creation roles, level creation, and game-play design roles.
Art Director and Level Designer
The Culling for PC and Xbox
March 2015 – Present: UDK 4.15
Responsible for coordinating and managing all art assets and artists on The Culling team.
Served as the team’s sole Level Designer and implemented many interactable props and game-play features within The Culling’s two competitive and tutorial levels.
Later in the project cycle, I stepped in as a Technical Artist to assist in delivering The Culling’s front end, customization system, and store experience.
Design Director
Lichdom: Battlemage for PC
February 2012 – September 2014: CryEngine 3.4
Responsible for shepherding the vision of the Lichdom IP and delivering on the goals of the product as defined by the Executive level. Hiring, management, mentoring, and scheduling of the design team.
I was also responsible for delivering all documentation, prototypes, and educational materials necessary to move swiftly into game production.
Design of multi-discipline world construction methodology to ensure rapid production with clear goals and ownership.
I built a play-test gated pipeline for multi-discipline teams that gated feature completion.
Senior Developer
Two Unnanounced titles
September 2020 – September 2022: Unity and Unreal 4.25
I worked on two separate rapid prototyping teams exploring future concepts. In this role, I was responsible for prototype art, design, and game-play programming in C#, C++, and Blueprint.
Level Design Director
World of Darkness and Eve Online: Incarna for PC
April 2008 – February 2012: CCP’s “Jessica” Editor
Responsible for hiring, mentoring, and managing the World of Darkness Level Design Team.
Manage all budgeting and scheduling concerning the World of Darkness Level Design team.
Coordinate multi-national teams with U.S. and EU offices to deliver game systems and tools as the Designer and Product Owner.
I designed company-wide processes for world construction, asset integration, and game-ready deployment.
Implemented and managed outsourced environment art pipelines from the initial requirements stage to game integration.
Led technical teams that designed the world assembly tool suite, lighting solutions, scene management solutions, and world streaming solutions for both World of Darkness and Eve Online: Incarna.
I Designed and constructed prototype levels to analyze game-play features specific to movement, combat, navigation systems, and performance.
Product Owner and Technical Artist
Eve Online: Apocrypha
November 2008 – March 2009
Led a team tasked with graphically upgrading all of the asteroid assets in Eve Online as their Product Owner. Created demonstration HLSL shaders used as the basis for the final shaders.
Lead Environment Artist, Lead Level Designer
Global Agenda for PC
March 2006 – April 2008: UDK 3
Responsibilities included creating and managing the Environment Art and Level Design teams.
Design and construct environments to meet combat, navigation, and aesthetic goals.
Design of environment-specific movement types and the process for deploying these features.
Worked with concept artists to design applicable moods, themes, level architecture, and props.
Prototyping and implementation of server/client replicated assets for MMO game-play.
Senior Environment Artist, Level Designer
The Elder Scrolls IV: Oblivion for PC and Xbox 360
April 2003 – February 2006
Creator of the Oblivion Plains, a series of levels consisting of 13 worlds that wove together dozens of interior and exterior levels with hundreds of creature encounters, traps, and puzzles.
I designed a random dungeon system for the Oblivion Plains.
Responsibilities included modeling and textures of modular-level assets, both architecture, and props.
Design and creation of combat encounters and world events using TES Script and TES AI.
Responsible for environment asset animations, scripting, and Havok physics rigging.
Environment Artist
August 1997 – April 2003
My Street for PlayStation 2
Cool Boarders 2001 for PlayStation 2
Cool Boarders 2001 for PlayStation
Cool Boarders 4 for PlayStation
Cool Boarders 3 for PlayStation
Rally Cross 2 for PlayStation
Responsible for the design and construction of levels, including all modeling, texturing, collision, and performance profiling.
Teaching Experience
Visiting Instructor: Game Design
January 2012 -June 2012
Instructed a 300-level Industrial Design course that introduced the use of Unreal Engine as a tool for designing iOS games and user interfaces.
Associate Professor: Level Design
September 2007 – December 2009
Created the course structure and taught Level Design 1 and 2 studios.
Applicable Experience
Lecture: Framework: Using a defined purpose, goal, and iteration structure to deliver quantifiable success. SCAD, 2012
Lecture: The Art of Level Design, SCAD, 2009
Lecture: Lighting for Level Design, AIA, 2007
Education and Certification
Certified Product Owner and Scrum Master (Scrum Alliance)
Bachelor of Industrial Design
Auburn University, June 1996
Software(Art)
Photoshop
Maya
3D Studio
Blender
Software(Game and Code Tools)
Visual Studio and
Perforce and SVN Administration
CryENGINE 3.4
Unreal Engine 4 & 5
Unity
Gamebryo and the Bethsoft tool set (TES Editor, GEK)
Havok, PhysX, and Chaos physics simulations
Software(Production)
Atlassian, Trello, Jira, and Confluence
Hansoft Agile Project Management
Test Tracker Pro