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Mission

Currently on a mission to contribute to the biggest and best entertainment that the industry has to offer.

Skills

  • Text-based and C-style scripting

  • Entity-based and visual scripting

  • Experience with multiple engines, content creation pipelines, and 3D editors from Maya to Quake Engine Radiant-based editors

  • AI design on paper as well as and implementation in game

  • Level, mission, and encounter design and implementation

  • Level planning, layout, and geometry creation

 
 
https://youtu.be/2KZxp3x8Fjk

Treyarch | Game Designer - 2011 to Present

Call of Duty: Black Ops 2
- Campaign (single-player) mission design
- Mission, set-piece, story elements, systems, and combat scripting
- Zombies (coop) mission design and scripting
- Game systems and mission prototyping 

Call of Duty: Black Ops 3
- Campaign (coop) mission design
- Mission, set-piece, story elements, systems, and combat scripting
- Zombies (coop) mission design and scripting
- Game systems and mission prototyping 

Call of Duty: Infinite Warfare
- Campaign (single-player) mission design
- Mission, set-piece, story elements, systems, and combat scripting

Call of Duty: Black Ops 4 
- Multiplayer game mode and mission scripting
- Coop mission design and scripting
- Blackout game mode prototyping, design, level design, and scripting
- Zombies (coop) weapons and AI, tuning, scripting, and design

 

Freelance | Designer - 2011

Various Undisclosed Projects:

Wrote design pitches and specs and prototyped functionality in Source Engine, UDK (Unreal), and Quake 3 Radiant for various clients remotely.

  • Created pitches an design documents using Photoshop, Illustrator, and Google Sketchup

  • Created world geometry and scripts using Unreal Engine, Source Engine, and Quake 3 Engine

 

Griptonite Games |  Designer - 2010 to 2011

Kung Fu Panda 2:

Worked closely with design lead, environment artists, and animators on multiple levels and boss encounters, taking them from initial concept to paper design through ship using proprietary level editor, visual and Lua-based scripting system, and Maya. This includes working with environment artists off-site.

  • Level planning and design document creating in Visio

  • Level layout and rough geometry creation in Maya

  • Design and implentation of puzzles, combat encounters, boss encounters, and in-game cinematic squences in Maya and proprietary level editor

  • Camera setup, design, and implementation using spline and volume-based systems