I'm a game designer and XR developer with 15 years of experience. I take a concept pitch, break it down into a design doc, implement the systems in engine, and work with engineers and artists to establish the core loop and raise the fidelity from there, building and iterating until it plays well. I've designed live events, progression, and cross-platform social systems for Echo VR at Ready At Dawn, built a mobile game from the ground up at Glu Mobile, designing its core systems from concept to launch, and shipped live content on a fixed cadence at Zynga. Most recently I ran the prototyping loop for Nike's Tech Innovation Office, turning 3D, AR, and VR concepts into playable builds.
I also have a 3D art and production background. At Liquid Development I worked as a project manager, managing art teams of 10–20 across AAA titles including Halo Infinite, Dead Space, Doom Eternal, and the Metroid Prime games. It means I can scope and ship a project, not just design one.
3D Engineer - Nike
I spent four years at Nike, the first two as a Senior 3D Innovation Engineer in the Tech Innovation Office. I ran the prototyping loop for an internal R&D team, taking concepts to playable 3D, AR, and VR builds fast enough that stakeholders could react to an interactive demo instead of a slide on a pitch deck. I built a spatial footwear browsing prototype for Apple Vision Pro on a Unity-to-Swift pipeline, a mobile AR product experience in Snapchat Lens Studio for the Pegasus 40 launch, and two head to toe AR pitches to Nike Athletes. I have also built a run of interactive prototypes that are under NDA. This is the closest I've come to pure XR design: define the interaction, build it, observe user interactions, iterate. Most of it is still internal, so I can't show it here.
For my last two years I moved to Nike's product engineering side as a Full Stack Engineer, leading frontend delivery on internal business applications and building their analytics and observability layer from scratch.
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.