Gameography
- Project Volt
- Marvel: Midnight Suns
Trion
Defiance 2050
- Core combat including movement, weapons and grenades
- Creation and tuning of base weapon types and variants
- Class system for activated and passive abilities
Munkyfun
League of War: Mercenaries
- Mobile game design for iOS/Android
- Ability design for units
- Unity C# Programming
Hammer & Chisel / Discord
Fates Forever
- Designing contestants and their abilities
- Balancing overall game difficulty and scaling
- Organizing and improving item shop
- Improving jungle and neutral creeps
- Creating new avenues for monitization
Sledgehammer Games
Advanced Warfare
- Design and implementation of multiplayer features
- Heavy emphasis on scripting gameplay elements
Lucas Arts
Star Wars: First Assault
- Balancing weapon range, damage, functionality
- Tuning controls for aim assistance on console controllers
- Writing Unreal Script and native code to support player locomotion
- Setting move speed and determining navigation metrics
- Contributing to weapons and firing systems design and engineering
- Developing training to teach design concepts and technical skills
Star Wars: 1313
- Worked to develop camera, cover and locomotion systems
- Rapidly iterated on early gameplay prototypes
- Part of team during concepting and prototyping phases
Star Wars: The Force Unleashed 2 (360 and PS3)
- Designed boss fights including the Gorog, Spider Terror Walker and Jedi Leia
- Developed AI behavior trees and fight controllers for bosses
- Tuned timing and damage on all attacks
- Developed tactics for fight completion
- Handled fight staging and progression
- Reacted to focus test feedback and worked to make the gameplay fun and accessible
- Collaborated extensively with animation department to create hundreds of assets
- Worked on additional encounters for DLC on XBLA and PSN
Gorog Boss Fight
Spider Terror Walker
Jedi Leia
Star Wars: The Force Unleashed Ultimate Sith Edition (360 and PS3)
- Designed and scripting boss fight encounters including Boba Fett and Obi Wan
- Scripted environmental interactions using LUA
- Built spaces using LucasArts’ proprietary Ronin/Zeno engine
- Developed enemy AI archetypes and tuned combat parameters
Boba Fett/Obi Wan
Lucidity (XBOX Live Arcade)
- Constructed levels and placed enemies and rewards in the levels
- Tuned and adjusted levels based on team feedback
Midway Games
Criminal (Unreleased) (Xbox 360 and PS3)
- Built levels and scripted missions using the Unreal 3 Engine
- Designed compelling encounters that were both challenging and rewarding
Zeitgeist Games
Six Flags Fun Park (Nintendo DS)
- Programmed 11 carnival themed mini-games
- Implemented gameplay according to design
- Collaborated remotely with artists, designers and producers based in Salt Lake City and LA to complete work on time and to spec