Web Resume
Skills
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Education
The Guildhall at Southern Methodist University Graduated – Dec. 2013
Plano, TX 75024
Purdue University Graduated – Dec. 2009
West Lafayette, IN 47907
Professional Development Experience
Rooster Teeth Games; Austin, TX Nov 2018 – Ongoing
Senior Designer – Vicious Circle (PC/Steam): Shipped 8/13/2019
Certain Affinity; Austin, TX Oct 2017 – Nov 2018
Senior Designer – Transformers Impact (TBD):
Certain Affinity; Austin, TX Feb 2016 – Sept 2016
Designer – Modern Warfare Remastered (Multiplatform): Shipped 11/4/2016
Certain Affinity; Austin, TX June 2015 – Feb 2016
Designer – Mafia III (Multiplatform): Shipped 10/7/2016
Certain Affinity; Austin, TX Jan. 2015 – June 2015
Designer – Doom (Multiplatform): Shipped 5/23/2016
Certain Affinity; Austin, TX Jan. 2014 – Dec. 2014
Designer – Halo 2 Anniversary (Xbox One): Shipped 11/11/2014
WB Games QA; Bothell, WA April 2011 – Dec 2011
QA Tester– Batman: Arkham City (PS3 / 360 / PC): Shipped
Zipper Interactive; Redmond, WA May 2010 – April 2011
Tools / MP QA Tester – SOCOM 4 (PS3): Shipped
Personal Projects
Slacky’s Command (Half Life 2) Development Time: 6 Weeks
Single Player Real Time Strategy
Clonesteroids (Lua) Development Time: 4 Weeks
Top Down Space Shooter
The Guildhall at Southern Methodist University Graduated – Dec. 2013
Plano, TX 75024
- Masters in Digital Game Development, Specialization in Level Design
- Student Activities Committee (SAC) Treasurer: 2011 – 2012
Purdue University Graduated – Dec. 2009
West Lafayette, IN 47907
- Bachelor of Science in Computer Graphics Technology
Professional Development Experience
Rooster Teeth Games; Austin, TX Nov 2018 – Ongoing
Senior Designer – Vicious Circle (PC/Steam): Shipped 8/13/2019
- Leading Designer on metagame, combat, and character implementation and systems
- Created and designed system specifications for additional playable characters and creatures
- Created specifications for progression interaction, challenges and rewards for Battle Pass features
- Co-designed and developed additional gameplay events, gadgets and interaction mechanics
- Co-wrote C++ and blueprint script for all the above systems, features and specifications
Certain Affinity; Austin, TX Oct 2017 – Nov 2018
Senior Designer – Transformers Impact (TBD):
- Lead Mission Designer and owner of procedural technology and design
- Led a team of 3-4 developers in the creation of procedural mission systems for UE4 development
- Objective specific mark-up blueprint and components
- Developed AI spawning components within objective mark-up
- Ownership of cooperative mission flow and encounter pacing
- Assisted meta-progression design with mission content for Free-to-Play loops
Certain Affinity; Austin, TX Feb 2016 – Sept 2016
Designer – Modern Warfare Remastered (Multiplatform): Shipped 11/4/2016
- Sole scripter on sound effect implementation for triggered gameplay scenes
- Adjusted sub-mixes, DSP values, and emitter placement during co-dev with partners (8 levels)
- Balanced and designed individual sound effect properties for level ambience
- Map Team Lead, responsible as design point for Death From Above, No More Fighting, and Mile High Club
- Supported art team with scripting, in particular fixing gameplay bugs that occurred from World Building
- Designed, pitched and implemented upgraded scripted destruction events for flying gunship sequence
Certain Affinity; Austin, TX June 2015 – Feb 2016
Designer – Mafia III (Multiplatform): Shipped 10/7/2016
- Responsible for prop layout, specifically generic combat zones useable by randomized mission AI
- Part of level design team for environment prop placement / design in three open world districts
- Implementation specialist on the cover and navmesh system for CA’s design team
- Designed and propagated AI combat kits for randomly generated missions
- Designed, placed and balanced AI combat and stealth encounters for District Hideouts
Certain Affinity; Austin, TX Jan. 2015 – June 2015
Designer – Doom (Multiplatform): Shipped 5/23/2016
- Spawn system designer, used heat maps to measure spawn efficiency and balance implementation
- Aided progression designer in balancing the experience / reward loop for OOG stats
- Camera shake implementation / design for explosive weapons and equipment
- Gameplay and UI scripting for Domination, Freeze Tag, War Path, Soul Harvest, and Clan Arena
Certain Affinity; Austin, TX Jan. 2014 – Dec. 2014
Designer – Halo 2 Anniversary (Xbox One): Shipped 11/11/2014
- Scripted MP Game Modes: Juggernaut, CTF, Slayer, Oddball, Ricochet and King of the Hill
- Designed new multiple Juggernaut game modes, and implemented new Gungoose CTF
- Implementation of audio, UI markers and HUD notifications for above game modes
- Implementation of achievements and medals for gameplay and above modes
- Co-designed and implemented camera shake and recoil for weapons and vehicles
- Implemented and co-designed vehicle sandbox based on Lead Sandbox Designer specifications
- Re-designed, balanced and implemented all weapon melee damage based on Halo 2 sandbox
WB Games QA; Bothell, WA April 2011 – Dec 2011
QA Tester– Batman: Arkham City (PS3 / 360 / PC): Shipped
- Specifically tested Ambient, Environment, and VO Audio
- Tracked and monitored bugs / issues via JIRA
- Creation of test cases for Voice-Over dialogue
Zipper Interactive; Redmond, WA May 2010 – April 2011
Tools / MP QA Tester – SOCOM 4 (PS3): Shipped
- Tested proprietary Level Design (Magellan) software and plug-ins on Maya 8.0 & 2010
- Performed daily compilation tests, Magellan error checkups and Lua script issues
- Tested Multiplayer and Coop game content for bugs, graphical, game-play & design flaws
- Wrote and tracked bugs via Bugzilla and DevTrack
Personal Projects
Slacky’s Command (Half Life 2) Development Time: 6 Weeks
Single Player Real Time Strategy
- Designed and implemented Control Points for capture location gameplay
- Integrated UI / HUD changes to resemble RTS layouts
Clonesteroids (Lua) Development Time: 4 Weeks
Top Down Space Shooter
- Used Lua to create “Asteroids” with velocity, inertia, and AI