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Technologies
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Design
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Business Acumen
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Professional Development Experience
Turn 10 Studios; Redmond, WA April 2024 – Current
Design Director (Multiplayer/Live & Competitive Systems) – Forza Motorsport (PC/Console): Shipped 10/10/2023
Bungie; Bellevue, WA Jun 2021 – April 2024
Design Lead (Gameplay & Systems) – Destiny Rising (iOS/Android): Shipped 8/28/2025
Design Lead (Gameplay) – Marathon (PC/Console) – Shipped TBD
Electronic Arts; Redwood Shores, CA Jan 2020 – May 2021
Senior Game Designer – Competitive Gaming Entertainment (Sims / FIFA) – Business Unit
Rooster Teeth Games; Austin, TX Nov 2018 – Sept 2019
Lead Gameplay Designer – Vicious Circle (PC/Steam): Shipped 8/13/2019
Certain Affinity; Austin, TX Oct 2017 – Nov 2018
Lead Mission Designer – Unreleased Transformers Game (Multiplatform):
Certain Affinity; Austin, TX Feb 2016 – Sept 2016
Game Designer – Modern Warfare Remastered (Multiplatform): Shipped 11/4/2016
Certain Affinity; Austin, TX June 2015 – Feb 2016
Game Designer – Mafia III (Multiplatform): Shipped 10/7/2016
Certain Affinity; Austin, TX Jan. 2015 – June 2015
Systems Designer – Doom (Multiplatform): Shipped 5/23/2016
Certain Affinity; Austin, TX Jan. 2014 – Dec. 2014
Systems 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
Education
The Guildhall at Southern Methodist University Graduated – Dec. 2013
Plano, TX 75024
Purdue University Graduated – Dec. 2009
West Lafayette, IN 47907
Turn 10 Studios; Redmond, WA April 2024 – Current
Design Director (Multiplayer/Live & Competitive Systems) – Forza Motorsport (PC/Console): Shipped 10/10/2023
- Unannounced – PC/Console – Multiplayer Design Director
- Conceptualization and design direction for “what is competition” and multiplayer features
- Initial design for skill-based matchmaking using True Skill 2.0, and a Rank system for progression
- Innovating in the “Motorsport” space a “Pace Rating” concept to determine player onboarding and mastery within a “road toward competition”
- Forza Motorsport 8 – PC/Console – Multiplayer & Live Design Director
- Owned the vision and feature roadmap for Multiplayer and Live Development
- Shepherded or contributed to major player requested features:
- Proximity Radar
- Multi-Class Racing
- Endurance Racing
- Defined and maintained KPIs for Live performance and tracking content & feature impacts
- MAU, DAU, Sentiment Ratio, Review % (Steam & Xbox), Monthly Churn Rate per Mode
- Designed and released 11 monthly updates from 7/2024 – 6/2025
- Held and led weekly playtests for Simulation, MP & SP content to ensure quality design feedback and improvement on moment-to-moment wheel-to-wheel racing
- Increased player sentiment pos-to-neg ratio from sub-10% to plus-40% through targeted content and feature releases
- Improved Steam recent review scores from a low of 41% to a consistent 60-65% in 5 monthly updates.
- Xbox review score improvements from 2/5 to a consistent 4/5 in same time-period
- Designed and co-planned retention beats through content, features & partnerships to maintain MAU within 600k to 800k players even with reducing investments into Live during the past 11 months
- Turn 10 Design Leadership
- Mentor for Turn 10 junior to mid-level designers
- Design Mentor for UW College of Engineering
Bungie; Bellevue, WA Jun 2021 – April 2024
Design Lead (Gameplay & Systems) – Destiny Rising (iOS/Android): Shipped 8/28/2025
Design Lead (Gameplay) – Marathon (PC/Console) – Shipped TBD
- Marathon – PC/Console – Character Sandbox Design Lead
- Directing holistic sandbox goals & features for the Character Gameplay team
- Directed multiple pivots between Tactical and Action RPG sandbox
- Directed and implemented character moment-to-moment movement sandbox during pivots
- Directed the motion & pace sandbox for the entire on-map flow
- Collaborating and aligning with Systems & World teams to support multiplayer goals
- Creating design documents to drive content development for Heroes and Hero Progression
- Ex: drove the ideation, conceptualization and initial design for Blackbird, Void, and Glitch.
- Advocating for dynamic social/group interactions unique to Hero Design for the Extraction genre
- Directing holistic sandbox goals & features for the Character Gameplay team
- Destiny Rising – Mobile – Gameplay & Systems Design Lead
- Directed and set holistic design goals for three design groups (Gameplay, Investment, and Social Systems) among NTSE partner teams. Design areas encompassed:
- Collaborating on Game Modes by maintaining Sandbox vision
- General Sandbox (Weapons, Armor, etc…) & Character (Heroes) Gameplay
- Investment & Progression for all Gameplay features
- Live Service Multiplayer - PvP/PvE/Social Solo/Group & Raid Interactions
- Directed social multiplayer systems to reduce toxicity and empower better group experiences
- “Power as a social good” was a vision we held the game ecosystem toward
- Researched and co-drove pivot with Creative Director on new Destiny “Heroes” direction
- Drove the ideation, conceptualization, and approved design of the 10+ Release Heroes
- Destiny Rising Heroes are the “characters that you bond with as you complete the campaign”, and “become the synergies and mechanics to master end-game activities, action combat and progression-based chases”.
- Maintained Bungie studio and brand values when providing feedback for external partners
- Advocated and maintained Destiny gameplay and social/multiplayer values for all features
- Created Design Documents, Pillars and Processes that empowered NTSE to maintain the Bungie vision & brand quality for the project up-to-and-after launch as a live service game
- Directed and set holistic design goals for three design groups (Gameplay, Investment, and Social Systems) among NTSE partner teams. Design areas encompassed:
- Bungie Design Leadership
- Maintaining 3+ Senior to Design Lead direct reports, and Design Craft mentor to Bungie Design Staff (all levels)
- Frequent presenter of gameplay/sandbox processes & craft-skill knowledge for Designer All-Hands
- Hiring Manager for multiple design roles, specifically in Gameplay, Systems, AI and UI/UX
Electronic Arts; Redwood Shores, CA Jan 2020 – May 2021
Senior Game Designer – Competitive Gaming Entertainment (Sims / FIFA) – Business Unit
- Sims Spark’d
- Worked with the team to adapt and integrate a competitive challenge system into a Reality TV show competition
- Provided editing feedback on the Sims Spark'd TV show episodes
- Created systems and work-flow pipelines for the CGE and User Messaging Teams to best integrate both competitive messaging and in-game UI content
- Proposed and led the focus on providing visibility for Spark'd participant contributions to the Sims community
- Provided design guidance on legal, competitive integrity, and competitive gameplay systems
- CGX – Research / Analysis / Strategic Esports Design Unit
- Worked with EAP (Electronic Art Partners) to consult and provide competitive design feedback
- Made recommendations for competitive launch programs like Twitch Rivals
- Made recommendations for pre-season ranked, and ranked-based systems for Esports incorporation
- FIFA Esports
- New team tasked with, research, analysis, business strategy and MTX development for Esports.
Rooster Teeth Games; Austin, TX Nov 2018 – Sept 2019
Lead Gameplay 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
Lead Mission Designer – Unreleased Transformers Game (Multiplatform):
- 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
Game 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
Game 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
Systems 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
Systems 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
Education
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