My Design Biography

Xaviant LLC  July 2009–

Lead Technical Designer

Lichdom (release date pending) – (XBOX360, PS3, PC)

  • Design and development all in-game systems
  • Design and scripting of the the AI system
  • Design documentation

Lead Level Designer

Spongebob Squarepants Feat Nicktoons : Globs of Doom – (XBOX360, Wii,)

  • Working with Engineers to Design game mechanics
  • Design and scripting of game missions
  • Scheduling and other documentation
  • Lead a team of 6 level designers

Cars Race-o-Rama – (XBOX360, PS3, PS2, Wii,)

  • Working with Engineers to Design game mechanics
  • Design and scripting of game missions including all the CarsToons Mini-games
  • Designed Mack’s Track Challenge that was made into a Mattel toy

Spark Unlimited Nov 2006–Jul 2007

Senior Game Designer

Turning Point: Fall of Liberty – (XBOX360, PS3, PC)

  • Working with Engineers to Design critical ingame systems including AI behavior
  • Creation and design of critical single player missions
  • Documentation of ingame systems and implimentaion of systems.

Electronic Arts Los Angeles Jul 2006–Nov 2006

Game Designer

Medal of Honor: Vanguard – (PS2)

  • Designed and built the Market Garden campaign.
  • Design of ingame systems including the enemy tank systems
  • Created mission design docs, and layouts for artists

Smartbomb Interactive Nov 2005–Jul 2006

Game/Level Designer

Snoopy vs. The Red Baron – (PS2,PC,PSP)

  • Designed and roughed out single player missions and levels
  • Created mission design docs, layout geometry, rough enemy meshes in maya

The Collective Apr 2004 – Nov 2005

Game/Level Designer

Mark Ecko’s Getting up: Contents Under Pressure

  • Designed many game missions including the Demo Level for E3 and Mission 1
  • Total mission design including gameplay and dialogue
  • Created mission design docs, layouts
  • Created in-game cinematics and implanted pre-rendered and streamed cinematics
  • Worked closely with engineers and scripters on various ingame systems
  • Created test levels for implementation of in-game systems such as graffiti, AI, navigation and combat.

Frozen Sand LLC 2001–2007

Game Level Designer

Urban Terror Total Conversion for Quake III Arena

  • Designed and scripted on several levels for Urban Terror
  • Also created many models and meshes used throughout the MOD
  • Advanced beta testing of a total game conversion
  • Supported level design team with troubleshooting 3D design concepts and 2D texture creation including alpha channels, OpenGL scripting, and complex lighting schemes