Profile
Creative and collaborative designer with strong knowledge of the game development process from initial conceptualization through final game resolution. Experience in documenting, blockout, initial art pass, quest design, encounter design, optimization, and scripting. Detailed and disciplined approach leads to high level of final polish. Excels in team environment with a willingness to share ideas and learn from others.
Skills
Level Editors: Axe (Diablo 4), Unreal Engine 4 (THPS 1+2), Grognok (Destiny 2), Alchemy Engine (Crash Bandicoot, Superchargers, Swap Force) Unreal Engine 3.0 (Homefront, Singularity, Wolverine)
Scripting: : Lua, UE4 Blueprint, Kismet, C#
Additional Software: 3ds Max, Microsoft Office Suite
Level Design: Documentation, level layout, scripting, optimization
Game Experience
Diablo 4 - Blizzard Albany January 2021 - Present
Senior Quest Designer
Quest owner for four campaign chains (Eldhaime Keep, Eldhaime Ruins, Guulrahn, Volcano)
Responsible for scripting all quest logic
Worked with other departments to generate requests and integrate their work into the game
Quest owner for 19 side quests
Created pitch and design documents
Scripted all logic and, in some cases, wrote all dialog and quest text
Helped create standards and technical implementation documents for side quests in open world and instanced spaces
Helped the lead quest designer audit all 200+ side quests to ensure they met standards and would work in multiplayer and local coop
Tony Hawk Pro Skater 1+2 – Vicarious Visions April 2019 – August 2020
Senior Level Designer
Level Owner for Hangar, School 2, NYC, Venice, Philadelphia, and Bullring
Created and maintained level collision, texture markup, and rail markup
Placed and maintained gaps, collectibles, level goals, and secrets
Created and owned the gap system
Created the static pieces library for Create-A-Park (CAP)
Resized and created collision and markup for static library from original assets
Imported and processed pieces so they would work in the CAP system
Destiny 2: Penumbra DLC – Vicarious Visions June 2018 – March 2019
Senior Level Designer
Encounter Owner for The Riposte and The Hunted
Worked with art to ensure cover placement and pathing worked with their vision for the space
Scripted encounters and created new gameplay objects for the activity
Took over the raid traversal encounter mid-production. Redesigned the layout to better align with the design goal for the space.
Stood up several early prototypes for what would evolve into the Menagerie
Destiny 2: Black Armory DLC – Vicarious Visions August 2018 – October 2018
Senior Level Designer
Created encounters for the EDZ and Nessus forge spaces
Redesigned the EDZ forge space
Destiny 2: Warmind DLC – Vicarious Visions July 2017 – June 2018
Senior Level Designer
Mission owner for Mission Pilgrimage
Designed and implemented all encounters in the mission using Bungie's proprietary Grognok editor and encounter scripting tools
Took existing design of an Adventure from first functional to alpha state
Crash Bandicoot: N'Sane Trilogy – Vicarious Visions May 2016 – June 2017
Level Designer
Recreated 15 levels from the original trilogy in Vicarious Vision's Alchemy engine
Scripted gameplay elements for all owned levels
Worked with the programming team to overhaul the spline camera technology
Was point of contact for outsource partners to ensure work was being delivered on quality
Skylanders: Superchargers – Vicarious Visions November 2013 – September 2015
Level Designer
Level owner for The Cloud Kingdom (Fog of War) and Land of the Undead (MC Escher) levels
Designed, documented, and implemented the on-foot and vehicle sections of my levels using VV's Alchemy engine
Worked with tools engineers to create a visual scripting system for the Alchemy engine
Skylanders: Swap Force – Vicarious Visions November 2011 – October 2013
Level Designer
Level owner for Rampant Ruins and Boney Islands levels including initial design, documentation, implementation, and iteration phases
Took over ownership of the Cascade Glade level at pre-Alpha and brought it to a shipping state
Worked with gameplay engineers to create and implement the turret gameplay mechanic
Homefront – Kaos Studios March 2010-June 2011
Level Designer
Designed, documented and created half of the final level in the singleplayer campaign
Used Kismet to script four of the nine encounters for the level
Prototyped three other major encounters
Converted four existing multiplayer spaces into Team Deathmatch maps
Researched and created initial layout for a new Ground Control map
Singularity – Raven Software April 2008-August 2009
Level Designer
Designed, documented and created four multiplayer maps using Unreal Engine 3
Designed and created 5+ multiplayer prototype maps
Used Kismet to create event sequences and Matinees for multiplayer and singleplayer levels
Worked with the multiplayer team to create and define gametypes, player mechanics, and weapons
Wolverine - Raven Software July-September 2007
Level Designer - Intern
Completed paper design, whitebox, and initial scripting of one level using Unreal Engine 3
Added scripted sequences and integrated cinematics in two existing levels
Prototyped gameplay scenarios for two future levels
Responsible for secret item placement and documentation in one level