Skills
Game Design Skills
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Scripting
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Troubleshooting
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Debugging
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Level Gameplay
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Level Layout
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Game Balance
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Single Player Design
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AI Scripting
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Multiplayer Design
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Design Documentation
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Testing & Iteration
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Rapid Prototyping
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Console Development
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PC Development
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Mobile Development
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Agile Development
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Team Leadership
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Cross-Discipline Communication
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Planning
SCripting Languages
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UE 4 Blueprint
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C#
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Lua
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GSC
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Papyrus
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Hammer I/O
Engines & Editors
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Unreal Engine 4
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Unity 5
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Radiant
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Creation Kit
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Hammer
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Galaxy Editor
Other Tools
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Microsoft Office
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Photoshop
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Premier
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Visual Studio
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3ds Max
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Perforce
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Subversion
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Jira
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Redmine
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Slack
Work Experience
August 2018 - August 2020
(2 Years)
June 2014 - September 2015
(15 Months)
May 2012 - August 2012
(3 Months)
Level Designer
Army Game Studio, Huntsville, AL
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Created several maps ranging in sizes from 100m x 100m to 1km x 1km for multiplayer 3rd person shooter
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Built testing AI to simulate players ranging from 4v4 to 32v32 in varying map sizes and configurations
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Designed multiple training scenarios for real life weapon and sensor systems used by the US Armed Forces
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Provided technical and design work on up to 4 different projects within the studio at a time
Programmer - Designer
Seven Layer Studios, Burlington, VT
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Founded an indie start-up focusing on mobile games
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Shipped Pizza! Fast! to the iOS app store
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Programmed all functionality and gameplay of Pizza! Fast! using Unity 4 to create a functional mobile game
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Remained versatile and responsive to the shifting needs of a small team such as UI design and playtesting
Game Design Intern
Majesco Entertainment, Foxboro, MA
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Compiled and maintained design documentation so that the team had a central location for all design information
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Communicated with internal QA Lead and external QA testers for two projects: Mini Putt Park (Facebook) and Mazecraft (iOS)
Team Projects
July 2017 - December 2017
(6 Months)
January 2017 - May 2017
(4 Months)
January 2015 - September 2015
(8 Months)
Lead Level Designer - Re:bound (Unreal Engine 4)
Team: 17 | 3D Action/Adventure
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Optimized the game using level streaming volumes to maintain 30 FPS on PS4 without loading screens
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Designed and implemented the tutorial to teach the player all major mechanics
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Planned progression charts to maintain good pacing throughout all four levels
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Animated objects using UE 4 Matinee to create more engaging encounters
Lead Level Designer - Auxilium (Unreal Engine 4)
Team: 50 | 3D Multiplayer FPS
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Organized and advised 17 level designers with feedback to create all four levels
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Coordinated team members and cleared blockers with art and programming
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Parsed tester and stakeholder feedback to pick out key information for the team
Game Programmer/Designer - Pizza! Fast! (Unity 4)
Team: 5 | 2D Arcade
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Programmed all major systems using public variables for quick iteration
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Implemented art assets and design and solved optimization issues
Individual Projects
September 2017 - April 2018
(7 Months)
May 2017 - July 2017
(2 Months)
Thesis: Creating an Immersive, Large-Scale Battle
Call of Duty 4: Modern Warfare | Single Player FPS
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Scripted dynamic AI system to guide the player through a non-linear level
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Researched and created a list of best practices to create a large-scale battle
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Designed multiple paths through a city environment that encourages player choice
Town of Lorimar
Elder Scrolls V: Skyrim | Single Player RPG
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Created a town in Skyrim for players to explore with six mini-quests to play through
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Scripted behaviors for 28 unique NPCs and 18 guards with different AI packages
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Decorated the interior spaces for 12 buildings from taverns to shops to fell lived in
Education
May 2018
May 2014
SMU Guildhall, Plano, TX
Masters of Interactive Technology, Specialization in Level Design
Champlain College, Burlington, VT
Bachelor's Degree in Game Design