- Present
-
Call of Duty: Vanguard
Senior Level Designer - High Moon Studios
Senior designer on campaign missionThe Rats of Tobruk.
FEB 2021 - NOV 2021
-
Call of Duty: Warzone
Senior Level Designer - High Moon Studios
OCT 2020 - FEB 2021
-
Call of Duty: Black Ops - Cold War
Senior Level Designer - High Moon Studios
Senior designer on campaign mission Echoes of a Cold War.
SEPT 2019 - OCT 2020
-
Call of Duty: Modern Warfare
Senior Level Designer - High Moon Studios
Senior designer on Single Player campaign mission Hunting Party. The mission was the first large scale combat in the game, intended to intially feature a "shock and awe",
over-confident American push into a terrorist-occupied city, before getting ambushed and bogged down by an entrenched and clever enemy.
The mission featured large, exterior city streets full of booby-traps, snipers, and IEDs, before collapsing into claustrophobic hallways of a hospital, filled with civilians and enemies.
I blurred the lines by including moments encountering unarmed, wounded terrorists, and civilians disguised as hostiles, creating a major sense of unease and fog of war.
SEPT 2018 - SEPT 2019
-
Destiny 2: Forsaken
Senior Mission Designer - High Moon Studios
Responsible for designing from start to finish several Strikes (3 Player activities) including the Broodhold and Warden of Nothing, which has received high praise from reviewers & players
for its unique mechanics, high-speed encounters, and callbacks to the original Destiny.
I developed a substantial portion of the bombastic introduction mission of the campaign, Prison Break.
APRIL 2017 - SEPT 2018
-
Destiny 2
Mission Designer - High Moon Studios
Supported my team working on the destination known as Io, including the Pyramidion Strike (3 Player activity).
I also developed environment and gameplay spaces within the open world, including Adventure activities spread across the destination.
SEPT 2015 - APRIL 2017
-
Skylanders Superchargers
Level Designer - Vicarious Visions
Worked on almost every level of Superchargers to create fun, challenging, and breathtaking experiences.
Extensive experience with scripting to create intriguing puzzles, new mechanics, and complex scenarios to build complete levels from the ground up.
Working heavily with the in-house Track Tools to create race tracks and arenas that feature fun gameplay and epic Hollywood moments.
SEPT 2014 - SEPT 2015
-
How To Train Your Dragon - World Explorer
Systems Designer - HitPoint
Designing the primary systems, mechanics, controls, interface, and narrative for a How To Train Your Dragon game, running on multiple mobile platforms,
working to make two separate client companies happy. This game dealt with generating gameplay spaces based on where players physically were in the real world with
gameplay having to dynamically spawn and evolve with this feature. The game is meant to be played in a moving vehicle (obviously not the person driving).
The technical challenges on this project were significant, as one can imagine.
DEC 2013 - MAY 2014
-
Hell Marys, Monster Launcher
Economy Designer - HitPoint
Developing and maintaining economies for two hard-core, multiplayer card collection and combat games, including gameplay balancing, creating and running special events,
sales, and gametypes, as well as routinely analyzing live user data and making adjustments to the economy as needed.
JAN 2014 - SEPT 2014
-
Various Titles
Designer - HitPoint
A range of positions on several live projects; ranging from content design, writing, systems design, economy development, and primarily developing the internal pipeline for
Analytic-driven Design for Retention and Monetization Improvements, all for an audience of several million users.
MAY 2012 - SEPT 2014
-
Various Titles
Systems Designer - Emergent Media Center
Designed core elements, including matches and special player moves. Built levels and implemented narrative. Administered Beta testing, handled bug reports and fixing.
Held regular meetings and presentations to United Nations representatives. Daily collaboration with designers, testers, artists, and programmers throughout production.
Aug 2009 - May 2012
- Education
-
Bachelor Degree of Game Design
Champlain College
Champlain's four year Game Design program involves training and education in Design, Art, Engineering, and Production. Taught by industry professionals, many courses simulated
actual production cycles, involving scrum and waterfall production and working with teams of other Artists, Engineers, and Designers. Projects could be cut due to low quality
or poor-performing teams, and course projects were graded based on industry-qualitative standards.
Graduated 3.8 GPA.
Winner of Champlain's 2012 Interstellar Award for Excellence in Design.
2008 - 2012
-
Study Abroad in Montreal, Canada
Champlain College
Spent a semester abroad in Montreal, taking production courses and professional training from instructors from Ubisoft and Behaviour Interactive.
2011