Select Works
The following projects are shown in chronological order - unannounced games have been omitted.
Page Guide
Mortal Kombat: Onslaught
ADVANCED GAME DESIGNER
My primary focus for Onslaught was as a feature mode and live service designer. I also oversaw small design pods and strike teams to ensure that feature sets were delivered polished and in a timely fashion.
Other duties included: mentoring junior designers, proprietary tools design, FTUE design, interfacing with Product Managers to improve KPIs, enemy encounter design/implementation, motion capture direction, character design, and overseeing game balance.
Highlights
Leadership & Mentoring
Feature systems design
Proprietary tools design
KPI improvements
Encounter design & implementation
Live Ops
Game balance
Motion capture direction
Mortal Kombat: Mobile
SENIOR GAME DESIGNER
I was part of a small core team that developed and launched MK:M (formerly branded as MK:X). During that time I aided in designing core features, researching and implementing ‘mobile-friendly’ X-Rays using Unreal Engine’s Matinee, and setting up enemy encounters.
Years later I returned to the project to aid in overseeing the outsource Design team assigned to maintain the project. My duties revolved around setting our product roadmap, making sure new characters and gameplay modes were aligning with the game’s current meta and Project Management’s goals.
MK:M is now 10 years old and still sees ~500k DAU.
Highlights
Design oversight of outsource team
Roadmap creation
PM collaboration
Character design
Mode design and implementation
Use of Unreal Engine 3’s Matinee
Injustice 1 & 2 (Mobile)
SENIOR GAME DESIGNER
Worked with a small team (approx 8 full-time members) to deliver a mobile gameplay experience that supported the console version of these titles.
Core responsibilities included: Feature designs, gamelay mode designs, implementation of enemy encounters, and the design of certain combat mechanics.
Post-launch responsibilities for INJ2 included: Raid and League mode designs and gameplay implementations.
Highlights
Worked with a small team to create games that have made over ~200 million dollars in revenue.
Feature systems designs
Game mode setup, implementation, and balancing
Enemy encounter design
Social mode design and implementation - Raids and Leagues
Batman: Arkham Origins
PROJECT LEAD
As the Project and Design Lead for this title, I led a team of 20+ talented individuals to deliver this game (from inception to submit) within 13 weeks.
In addition to the above, my other responsibilities included the authoring of the entirety of the GDD, gameplay statistics, and game balance.
Highlights
Leadership role
GDD authorship
Gameplay statistics balance
Character Design
Batman: Arkham City Lockdown
GAME DESIGNER
Our team’s first foray into the mobile game space. We had a total of three full-time designers. I was responsible for the implementation and design of most of our combat encounters and level designs. Created and implemented the game’s cinematics.
Highlights
Combat encounter design and implementation
Very small team
Level design blockouts using Unreal Engine 3
Cinema creation using UE3’s Matinee
F.E.A.R. 3
MULTIPLAYER DESIGNER
Our Design team was loaned out to Day One Studios in an effort to help implement the multiplayer portion of their game.
I was a key contributor in the design of four unique MP modes, as well as blocking out several multiplayer-specific levels.
I am incredibly proud of the work both Day One and the WB Games design team did on this product. We truly delivered something very fun, chaotic, and unique.
Highlights
Key contributor in designing all four MP modes
Level blockouts using proprietary tools
Enemy encounter design and implementation
Mode balance
John Woo Presents Stranglehold
LEVEL DESIGNER
The first project to allow me a great deal of creative freedom in both level layout creation and enemy scripting.
I was responsible for the entirety of the level design process, from conceptual blockouts, to placing artist-created meshes. This was followed up by using kismet to script out enemy encounters and matinee polish various in-game events.
In addition to the above, I was a main contributor to balancing all of the weapons in the game.
I worked on a few different levels, some of which are shown here.
Highlights
Level blockouts for multiple gameplay environments
Enemy encounter design and scripting
Applied artist created meshes to level blockout
Weapon balance
Unreal 3 Kismet
Unreal 3 Matinee
Psi-Ops: The Mindgate Conspiracy
LEVEL DESIGNER
Psi-Ops was just plain fun to design for. As my first full-time job as a Designer, my main duty was to setup enemy placement so that it not only facilitated exciting combat gameplay, but it also allowed the player to stealth through levels should they choose to do so.
I had some influence on the level layouts themselves through the placement of meshes and interactable props.
Highlights
Enemy encounter design
Gameplay scenario focus on both combat and stealth scenarios
Object placement to help facilitate dynamic gameplay
Septerra Core: Legacy of the Creator
TERRA-BUILDER
My first job in the industry! I met some lifelong friends here.
Duties included editing the narrative script, creating a handful of battles, and setting up positional audio.
Highlights
Battle setup
Narrative script editing
Positional audio placement