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