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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.