Resume:
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Skills:
Level Design:
Scripted Sequences
World Building
Narrative Design
Systems Design
Level Design Documentation
Whiteboxing
Final Polish
Game Engines:
Unreal 5
Unreal 4/ Unreal Tournament 4
Unreal 3
Unity
CryEngine 3
Creation Kit
Source SDK
Scripting:
Blueprint (Visual)
Flowgraph(Visual)
Papyrus (Text)
C# (Text)
Lua (Text)
Source (Entity)
Other Skills:
Adobe Photoshop
Adobe Premiere
Microsoft Office
3D Studio Max
JIRA
Confluence
Plastic SCM
Perforce
Shipped Titles:
Storm Runners: Single-stick, Rogue-like Mobile Game, Amazon Game Studios, Unreal 4
Designed hundreds of levels over six chapters and developed compelling puzzle levels
Developed overall narrative and individual narratives for 6+ characters
Collaborated on enemy creation, tool creation, initial boss design, and more
Lathe and Roguard and the Curse of the Deadwood: Twin-Stick Shooter, Steamroller Studios, Unity
Designed Two extensive levels, opening tutorial section, and scripted all the encounters in each
Planned and implemented environmental and world building assets across multiple levels
Outlined and carried out plan for Tutorial to teach the basics of gameplay
Triseum: Project – 3 Calculus-Centric Minigames, Triseum
Data entry, implemented difficulty curve, and tested both the Graphing and Refining mini-games
Designing and implemented 5+ levels for Energy Mini-game focusing on teaching the core ideas of the lesson, pushed player’s critical thinking, and played with the level’s perspective
ARTe: Hemut – Top Down, Board-Game/Deck-builder, Triseum
Crafted 4 scenarios covering Early Egypt art, history, and culture
Developed initial narrative and balance passes for scenarios to insure fun and fair gameplay
Implemented 100+ cards to craft interesting deck building challenges and powerful combos
Dungeon Defenders II – 3rd-Person, Tower Defense, Trendy Entertainment
Assisted in Initial launch and two updates post-release
Tested and debugged several problems in various Campaign and Incursion missions
Reorganized Shard system for both easier Developer and Player interaction
Collaborated in development of Adept Hero, abilities, shards, talents and gameplay
Codename Cygnus – Audio-Interactive story, Ear-play
Co-authored one episode for Codename Cygnus, a series of audio, interactive stories
Edited 7 episodes of Codename Cygnus, implemented scrolling text using in house tools
Work Experience:
Game Content Designer, Amazon Games (Contract to Full-Time) February, 2021 - Present
Collaborated on Storm Runners and Project on NDA
Contract Level Designer, Steamroller Studios May 2020 - November 2020
Collaborated on Lathe and Rogard and the Curse of the Deadwood
Game Designer, Triseum LLC June, 2018 - January 2019
Assisted in development of ARTe: Hemut, Arte Lumiere, and other Projects
Game Design Intern, Trendy Entertainment May-August 2017
Assisted in development of Dungeon Defenders II
Contract Level Design March 2017
Raconteur Games: Designed and decorated vertical slice for Unity, platforming game
Writer, Editor, Ear-play June-August 2014; 2016
Assisted in development ofCodename Cygnus
Teaching Assistant, SMU Guildhall: June-August 2016
Guided two groups of 20 high-school students through construction of 2D platforms in Unity
Problem-solved and fixed various bugs in student code and engine implementation
Personal Projects:
Dynamic Difficulty System – CryEngine 3, Level Design, Flowgraph Scripting
Scripting Exploration: Turret Game – Unreal 4, Blueprint Scripting
Zombie Overrun Laboratory Whitebox – Unreal 4, Environmental Storytelling, Scripting, Whitebox
Branching Narrative to Dungeons & Dragons - Dungeons & Dragons, Tabletop RPG, Quest and System Design
Past Projects:
Level Designer: The ALEX Protocol, Diablo-Inspired Fighter, Unreal 4 (PC): 6 Months, 2015
Designed, whiteboxed layouts, and developed combat encounters for 7 arenas and levels
Implemented gameplay assets for 3 arenas to create engaging combat progression and challenges
Collaborated with game designer and programmers to polish 3 enemy A.I. as part of strike team
Level Designer: Battle of the Alien Invaders, Multiplayer CTF, Unreal 4 (PC): 4 Months 2014
Crafted landscape and iterated map layout to ensure smooth gameplay experience throughout level
Designed 2 team bases to facilitate fair and fast gameplay
Modeled, unwrapped, and textured 7 assets ranging from salt shakers to canyon walls
Level Designer: Edge of Winter, 2D Endless Runner, Unity (Android & PC): 2 Months 2014
Ensured procedurally-generated pieces flowed together smoothly to create a fluid gameplay experience
Implemented all assets; created 24 prefab slope pieces and crafted 6 unique, challenge pieces