My objective is to design interactive worlds that give players a new experience, all while learning and continuing to grow as a designer. My personal goal is to become a Principal Game Designer, and pull from those experiences to make great games.
For over a year I worked on "FEAR 2: Project Origin" as a level designer. I was responsible for gameplay scripting, implementation of assets such as animations/fx, creating animations for the environment (specifically for a mission called "Approach"). Worked with other designers and core technology teams to itterate on new tools. Worked on several other missions assisting with necessary edits and cuts.
10/2006 - 3/2007 | Offset Software | Newport Beach, CA Game Designer
I worked for several months developing and designing gameplay for an as yet unnamed project. My responsibilities included pre-vis and blockout of prototype levels, scripting encounters via LUA script, writing documentation for gameplay, and designing tools for development.
6/2003 - 9/2006 | Treyarch / Activision | Santa Monica, CA Game Designer / Environment Artist
Beginning with initial hiring at Gray Matter Studios ("Return to Castle Wolfenstein"), I was assigned a design position and worked on Trinity for several months before moving to the "Call of Duty" franchise. I built the E3/retail levels "Trenches", as well as the final levels and multiplayer levels for the game "Call of Duty: United Offensive" ("kharkov 1 & 2, mp_arnhem, and mp_kharkov"). Gray Matter was then absorbed into Treyarch, where our FPS background and expertise went into making "Call of Duty 2: Big Red One". During this project I was the designer for "Kasserine", "Tunisia", and several multiplayer maps. I also scripted events for the level "Troina". Just recently finished is "Call of Duty 3", where I built the level "Mayenne Bridge", as well as lighting design on most of the environments in the game.
3/2001 - 4/2003 | Nederlander / The Grove of Anaheim | Anaheim, CA IT / Webmaster / Graphic Designer
I created and developed e-mail advertising campaigns for the venue, designed print media and ads for major publications (Los Angeles Times, The Orange County Register, etc.) and maintained the Grove of Anaheim's online artist database and website content database. I also designed advertising templates, artwork, and campaigns for private/commercial clients or 3rd party promotions.
12/1998 - 6/1999 | Techmedia Computer | Garden Grove, CA Technical Support & Repair
Repair Technician. Responsible for repairs/upgrades to PCs covered by Techmedia warranties or third-party PC hardware/software. I assisted sales associates and customers by answering technical questions.
8/1998 - 10/1998 | Church of Electronic Entertainment | Australia Test/Feedback, Help Manual
During college I conversed online with Dan Joergensen who was working on "Mars Maniacs" (which would soon be called "Space Haste", "Space Haste 2001", and "Space Haste 2"). I received recent builds of the game which I would play and return feedback. I had the opportunity to create textures for use as billboards along side the racing circuits. Soon afterwards I assisted translating and writing the help manual. that shipped with the game. Although I was never officially paid for work, I earned a title in the credits for "Help".