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