Professional Experience
Partner
Xaviant — September 2022–Present
- Collaborating on an unannounced UDK 5.4 title, delivering level design, game systems development, technical art, and build management.
Senior Developer
Blue Mammoth Games, A Ubisoft Studio — September 2020–September 2022
- Worked on two rapid prototyping teams, developing art, design, and gameplay programming using Unity and UDK 4.25.
- Delivered AI behaviors, combat, and navigation systems, plus created procedural dungeon generation tools.
Art Director and Level Designer
Xaviant (Don’t Die, Minerva!): Xbox One & PC — September 2019–September 2020
- Assembled a small team where I implemented core systems, VFX pipelines, and gameplay design in UDK 4.21.
Xaviant (The Culling & The Culling 2): Xbox One & PC — March 2015–September 2020
- Managed art pipelines, designed competitive and tutorial levels, and implemented multiplayer features.
- Delivered front-end customization systems, live multiplayer events, and store functionality using UDK 4.15 and C++.
Design Director
Xaviant (Lichdom: Battlemage): Xbox One, PC, and PlayStation 4 — February 2012–September 2014
- Directed multidisciplinary design pipelines, established scalable production methodologies, and mentored design teams.
- Developed play-test gated workflows and created educational materials for efficient production using CryEngine 3.4.
Level Design Director
CCP Games — April 2008–February 2012
- Led World of Darkness and Eve Online: Incarna teams, managing multinational collaboration and delivering innovative tools for multiplayer game systems, world construction, and advanced lighting techniques.
- Designed prototype levels and created tools for world streaming and scene management.
- Led tightly coordinated concept art and world art teams, delivering rapid art prototypes in CCP’s custom engine.
Lead Environment Artist and Level Designer
Hi-Rez Studios (Global Agenda): — March 2006–April 2008
- Directed environment art and level design teams, creating highly detailed multiplayer environments in a SpyFi MMO using UDK 4.
Senior Environment Artist and Level Designer
Bethesda Softworks (The Elder Scrolls IV: Oblivion): Xbox 360, PC, & PlayStation 3 — April 2003–February 2006
- Created the Oblivion Plains, a 13-world interconnected level design featuring procedural dungeons, traps, and AI encounters.
- Responsible for modular asset creation, Havok physics rigging, and TES scripting.
Environment Artist
Idol Minds — August 1997–April 2003
- Designed and constructed environment levels for PlayStation and PlayStation 2 titles, including Cool Boarders 3, 4, 2001, and Rally Cross 2.
Teaching Experience
Associate Professor: Game Design
Gwinnett Technical College — August 2023–Present
- Instruct Introduction to Game Physics and Advanced Game Physics, utilizing Unity and Blender to teach practical, physics-based gameplay development. Instruction blends game production methods with the delivery of immersive physics-based gameplay.
Visiting Instructor: Game Design
Auburn University — January 2012–June 2012
- Taught a 300-level Industrial Design course, introducing students to UE 4 as a tool for creating iOS games and user interfaces. Instruction focused on using Unreal Engine and software development methods for non-gamers developing simple 3D experiences.
Associate Professor: Level Design
Art Institute of Atlanta — September 2007–December 2009
- Designed and instructed Level Design 1 and Level Design 2 curricula, developing students’ understanding of design principles while building portfolio-ready levels with demonstrable gameplay.
Guest Lecturer
- SCAD (2024): SCAD Atlanta Professional Mentor, Designing Joy: A 25+ Year Journey Through Games.
- SCAD (2012): Framework: Using a Defined Purpose, Goal, and Iteration Structure to Deliver Quantifiable Success.
- SCAD (2009): The Art of Level Design.
Core Competencies
- Game Development: Unreal Engine 3 – 5, Unity, CryEngine, TES Editor.
- Art: Photoshop, Premier, Maya, Blender, 3D Studio Max.
- Programming: C++, C#, Visual Studio, Rider.
- Source: Perforce and SVN administration.
- Team Management: Trello, Jira, Confluence, Hansoft.
Education and Certifications
- Bachelor of Industrial Design, Auburn University, June 1996.
- Certified Scrum Master and Product Owner, Scrum Alliance.