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