I’m a professional game developer with over a decade of experience. I’ve worked at various studios such as Zynga, Glu Mobile, and Ready at Dawn. My experience has primarily been focused on Project Management, Game Design, 3D pipelines, rapid prototypes, and XR development. I enjoy refining and polishing gameplay mechanics so the final product will be compelling and engaging for the audience. Working with artists and engineers through rapid prototyping and various iterations to create fun games is my ultimate objective; it represents my passion and love for game development.

Tech Innovation Office - Nike

I currently work at Nike as a Senior 3D Innovation Engineer. My department conducts tech R&D and creates one-off projects. I hope to share my work in the future once these projects become public. Needless to say, it’s a lot of fun and a really creative space to work in.

Metroid Prime Remastered- Liquid Development

For Metroid Prime Remaster our team had the amazing pleasure of working with Retro Studio. It was a massive project. Our environment team created multiple levels across different biomes: from the lush greenery of Tallon Overworld, to the watery depths of the crashed Pirate Frigate, all the way to the frozen tundra of Phendrana Drifts and other locals. For myself and the members of my team it was truely a dream come true!

Dead Space - Liquid Development

For Dead Space Remake our environment team inhabited the scary and gory world of the USS Ishimura. Working alongside the talented team at EA Motive, our team had the opportunity to reanimate a few chapters from the original game: From the massive fueling chamber and engine room of Chapter 3, to the fiery mining bay in Chapter 7, all the way to the dusty planet surface of Tau Volantis in the final chapter. The game is a horror masterpiece, working on it was thrilling and nothing short of elation.

Halo Infinite - Liquid Development

For this game, the team created the multiplayer level Aquarius. While adhering to the level blockout we created the environment art for the level and points of visual interest around the level. Final art polish was done by 343 Industries.

Doom Eternal - Liquid Development

For Doom our team created character skins for the player (Doom Slayer) as well as a variety of the enemies. The range of skins that were created ranged from cool and gory to out there and comedically.

Firewall Zero Hour - Liquid Development

We created a couple of multiplayer levels for Firewall Zero Hour, an interior and an exterior. We built the environment art for these levels and adhered to designer blockouts as well as PSVR specs.

Echo VR (Quest) - Ready At Dawn

My team was responsible for porting the Echo VR game to Oculus Quest. I worked with programmers to implement, test, and profile builds of the game. We looked at ways to optimize the game to maintain the Echo VR experience while keeping an optimal framerate and within specs on mobile. I also worked on designing the lobby to be cross-platform for Rift and Quest players to exist in the same play space.

Summer Splash 2019 - Echo VR

My team helped set up the Echo VR Summer Splash event. We implemented a system that would trigger billboards informing the players in the lobby of what activities were live and events in the game, we also built a system that tracked player stats and rewarded them customization prizes based on their progress.

Super Ultra Hyper Turbo - Echo VR

One of the best 1 off things in games I’ve ever had the pleasure of working on was the April Fools event. Our team basically smashed Echo VR and Echo Combat together for a one-day-only event that had players talking to this day! Pretty funny story of how this event came together, but it was so satisfying to see reactions from players as they logged in!.

Ultimate Chef - Glu Mobile

I was part of the team that built a game from the ground up for Glu Mobile in a genre that was new to Glu. I blocked out the game world to establish the game board and worked closely with the lead programmer to implement core features of the game such as the store, dish crafting system, and the quest system. It was a unique experience to be able to build a game from the ground up.

Castleville Legends - Zynga

On Castleville Legends I worked on the live ops team to create ongoing content for seasonal events. Using established systems my team would reskin items and mechanics with new quests and create new content. We created engaging events while accounting for players of different levels and the footprint (memory) on mobile devices. The game gave an interesting insight into live games and generating DLC content.

 

If you would like to know more about these games or game development in general please send me a message. For more info on game design and game development, visit my blog.