Professional Projects

Rogue Company: Elite (2022 - 2023)

Mobile

 

 

We built a mobile version of Rogue Company which was ultimately never released. However, the project I still consider a success. We revamped gameplay, built a new economy and progression systems, rebranded the game, and developed a plan for a robust live service. I was also lead on this project overseeing all aspects, and manging a team of 3 designers.

  • Role: Lead Designer
  • Studio: Hi-Rez Studios
  • Engine: Unreal 5
 

Rogue Company (2020 - 2022)

  
PC
    
  
Console

 

 

Rogue Company is a free-to-play, 3rd person, PVP shooter on PC and console. I was brought in to handle all of their out of game systems, such as progression, the battle pass, and mastery systems. I also made changes to the economy to stop the problems which were present fromt he start, and researched on behalf of art to restyle the content we were providing.

  • Role: Senior / Advanced Designer (systems focused)
  • Studio: Hi-Rez Studios
  • Engine: Unreal 4
 

Madden 21 / 20 / 19 & 15 (2018 - 2020, 2013)

  
PC
    
  
Console

 

 

Multiple Madden projects in whcih I was responsible for many features, such as the new customization system in the "Yard" and the Madden Companion App redesign which brought the auction experience on the go.

  • Role: Designer
  • Studio: EA Tiburon
  • Engine: Frostbite
 

Madden Mobile (2017)

Mobile

 

 

We wanted to "simplify" the Madden experience for mobile users in an attempt to hit and retain a wider (and more casual) audience, without removing the core systems which the player base already loved (card collection and team building). This later became what was known as "Madden Overdrive"

  • Role: Designer
  • Studio: EA Tiburon
  • Engine: (proprietary)
 

Sims FreePlay (2014 - 2017)

Mobile

 

 

As a live-services designer I created the pairing system for infants, as well as the best performing event in the history of the studio. Eventually, we created a series of tools which reduced the overhead for each update and allowed the studio to reallocated resources to new projects.

  • Role: Designer / Lead
  • Studio: EA Firemonkeys
  • Engine: ISIS (proprietary)
 

Suits and Swords (2013)

Mobile

 

 

A Sony published game, which blended Blackjack card mechanics with a battle system and magic (cards). We wanted to provide as much depth as possible with limited resources, and developed a system of interchangable armor pieces which altered the player stats. Mix and match for your play style!

  • Role: Lead Designer
  • Studio: n-Space
  • Engine: n-Script (proprietary)
 

Call of Duty: Modern Warfare 3 (2011)

    
Nintendo DS

 

 

The last in a long series of CoD games, and definitely run on a budget. We created many levels that not only reused a lot of previous created assets, but also reused the space in the levels.

  • Role: Lead Designer
  • Studio: n-Space
  • Engine: n-Script (proprietary engine)
 

Call of Duty: Black Ops (2010)

    
Nintendo DS

 

 

My first game as lead, and major individual contributor. This game incorporated new mechanics such as stealth (appropriate for Black Opperations). I was also responsible for overseeing the execution of all levels.

  • Role: Lead Designer
  • Studio: n-Space
  • Engine: n-Script (proprietary engine)
 

Call of Duty: Mobilized (2009)

    
Nintendo DS

 

 

A return to modern warfare provided me more responsibilities including additional level design, implementation, optimization, creating "wow" moments, and coordinating with art, animation, and engineering even further.

  • Role: Designer
  • Studio: n-Space
  • Engine: n-Script (proprietary engine)
 

Call of Duty: World at War (2008)

    
Nintendo DS

 

 

This was my first attempt at designing out levels and writing story / dialogue, as well as creating mini games such as a morse-code event that the player had to complete to "send messages back to HQ".

  • Role: Designer
  • Studio: n-Space
  • Engine: n-Script (proprietary engine)

Duty 4: Modern Warfare (2007)

    
Nintendo DS

 

 

The was my first game - very proud moment in history! I was brought on to help script together levels which were already designed, and also created the AI system on a small piece of paper. Turns out, they used this system on all DS games at the studio in the future.

  • Role: Designer
  • Studio: n-Space
  • Engine: n-Script (proprietary engine)
 

Marvel Ultimate Alliance 2 (2009)

    
Nintendo DS

 

 

Throught the game, the player would see layered comic panels which detailed the story. I scripted these together, and also helped greatly optimize the memory footprint of music by cutting very small pieces, then re-sequencing them together through script.

  • Role: Designer
  • Studio: n-Space
  • Engine: n-Script (proprietary engine)
 

Hannah Montana the Movie Game (2009)

    
Console

 

I was responsible for scripting all of the visual feedback and scoring for the musical performances the player would embark on. As you performed better or worse, the lighting and particle effects would get more or less robust.

  • Role: Designer
  • Studio: n-Space
  • Engine: n-Script (proprietary engine)