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Professional Experience
Avalanche Studios, New York, NY
Just Cause 4: Danger Rising, Lead Gameplay Designer / Lead Mission Designer •Designed and implemented two storyline missions. •This includes combat, companion AI, cutscenes, dialogue, vehicle chases, set-piece destruction elements, player checkpoints, and general scripting. •Designed and implemented a tutorial for the new hoverboard mechanic. •Created new gameplay objectives based around the new hoverboard mechanic. •Worked with the AI team to hone the combat experience of the new enemy agent. •Worked with the Art and AI teams to come up with a set of metrics for our submarine bases which supported the new gameplay objectives and the new enemy agent. |
December 2018 – August 2019
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Avalanche Studios, New York, NY
Just Cause 4: Los Demonios, Senior Gameplay Designer •Designed the core gameplay loop for the demon infestation. |
December 2018 – January 2019
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Avalanche Studios, New York, NY
Just Cause 4, Senior Gameplay Designer •Designed and implemented main storyline missions (operations). •This includes combat, companion AI, cutscenes, dialogue, vehicle chases, set-piece destruction elements, player checkpoints, and general scripting. •Scripted extreme weather events (tornado, lightning storm, sandstorm, and blizzard) •Designed our benchmark strike (Zona Tres). •This includes the overall layout, balancing combat, scripting objectives, and setup for wind-based gameplay. |
May 2016 – December 2018
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Avalanche Studios, New York, NY
Just Cause 3: Mech Land Assault (DLC), Gameplay Designer •Created new gameplay objectives for a new settlement: Detention Camps. •Modified JC3 combat systems to expand on “faction vs faction” gameplay. •Scripted waves–style combat and balanced the scoring for Mech Arena. |
December 2015 – May 2016
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Avalanche Studios, New York, NY
Just Cause 3, Gameplay Designer •Designed and implemented storyline missions. •This includes combat encounters, companion AI, cutscenes, dialogue, vehicle chases, set-piece destruction elements, player checkpoints, time of day, and general scripting. •Created all wingsuit courses, scrapyard scrambles, and shooting galleries. |
September 2012 – December 2015
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Internal Drive Tech Camp, Cambridge, MA
Lead Instructor at the MIT branch •Taught kids aged 13-17 to work in various game engines •Engines included: Warcraft 3, Unreal Tournament 3, and Multimedia Fusion •Maintained 100+ camp computers |
Summers 2008-2010
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Education
The Guildhall at Southern Methodist University, Plano, TX
•Master of Interactive Technology (specialization in Level Design) •Thesis: Odd Objects and Their Use in Guiding a Player Through a Puzzle-Centric Environment |
August 2010 - May 2012
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Worcester Polytechnic Institute, Worcester, MA
•Bachelor of Science, Interactive Media & Game Development •Minor: Computer Science |
August 2005 - June 2009
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Personal Projects
Arbor, a single player puzzle platformer made in UDK
Level Designer on a team of 14 developers •Implemented a series of physics based platforms •Integrated art and tech into game build |
August 2011 - December 2011
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Keeping on Track, a single player Half-Life 2 level
Solo Project •Escape from a train station while being pursued by the Combine •Used scripted events, AI pathing, and Assault points to control AI behavior |
September 2011
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_Danger Above and Below, a single player Gears of War level
Solo Project •Investigate Locust activity in a graveyard |
_June 2011 - July 2011
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Kirby's Air Ride: Gaiden, a single player side-scroling shooter made in LOVE
Solo Project •Save Dreamland from the Nightmares |
April 2011 - May 2011
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_Crystal Space, a single player 3D FPS made in UDK
Lead Level Designer on a team of 8 developers •Scripted custom gameplay elements •Designed particle systems and special effects |
_March 2011 - May 2011
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_Space Station X, a multiplayer Unreal Tournament 3 level
Solo Project •Deathmatch set on a futuristic space station •Use jumppads to traverse multiple layers |
_February 2011 - March 2011
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_It Belongs in a Museum!, a single player Fallout 3 level
Solo Project •Explore an ancient cavern with Indiana Jones •Scripted custom traps |
_November 2010 - December 2010
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_Haunted Mall Horrors, a single player beat 'em up made in Torque
Game Designer on a team of 5 developers •Maintained overall vision while designing levels •Integrated art and tech into game build |
_October 2010 - March 2010
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Multiplicity, a single player 3D platformer made in C4
Lead Artist on a team of 5 developers •Game and level design, modeling, texturing, game FX, and integration |
March 2009 - April 2009
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_Dis, a single player Neverwinter Nights campaign
Lead Artist/Designer on a team of 3 developers •Integrated custom art assets into the engine to enhance gameplay |
_October 2008 - March 2009
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