Example Works

Gameplay & System work I have been a part of

Unnanounced Project

Zenimax Online Studios | Consoles / PC, 2020 - 2025

  • Lead Gameplay Designer on the recently cancelled 3rd person Sci-Fi Action MMORPG

  • Grew from Lead Player Combat to Lead Gameplay Designer, taking on the Direction of the second-to-second gameplay experience

  • Built the Player Combat team to deliver the initial Combat Prototype

  • Took on Technical design to drive development of Gameplay to enable rapid prototyping and iteration in the proprietary engine

  • Was a key Stakeholder in driving our engine to support high fidelity and responsive gameplay in a Networked Environment

  • Was Product Owner of the Core Gameplay Experience in a Vertical Slice for XBox Stakeholders which was extremely well received

  • Directly Managed around 7 Developers and mentored others

  • Contributed heavily to many aspects of the project design, from tone to Progression, Level/Encounter Design, and systems

  • Regularly Presented progress and updates to the whole team (~290)

  • Helped drive the on-site Gameplay Summit for the team

  • Drove the Remote First Culture to be effective, productive, and as collaborative as possible

  • Pitched, led, and delivered the Helios Blinding & Death sequence

  • This added a bespoke mechanic that bough variety to the experience

  • Gained extensive scripting and experience within the custom engine that was rebuilt for the project

  • Pioneered the “Technical Designer” role at the studio that became a staple on future projects

God of War III

Sony Santa Monica | Playstation 3 / 4, 2010 / 2015

  • Delivered the Hercules Boss Fight together with a multi-discipline group of developers

  • Created and refined multiple combatants

  • Cut my teeth on action combat and great feeling mechanics

  • Rebuilt the Hercules Boss fight for both PVP and PVE modes

  • Drove key playtesting, community events, and data gathering

  • Key designer in ultimately cancelled Co-Op story mode

  • Part of the Press Release tour that unveiled the Multiplayer experience at E3 2012

  • Continued to refine the “Technical Designer” role within the studio

God of War Ascension

Sony Santa Monica | Playstation 3, 2013

  • Part of the hand-picked team tasked with bringing Competitive Multiplayer to the GoW universe

  • Key technical designer in the Networking of responsive, satisfying GoW gameplay

  • Part of the 2-man team that added the “Trial of the Gods” PVE mode

Unnanounced Project

Sony Santa Monica | Playstation 4, 2013 - 2014

  • Part of the ultimately cancelled 3rd persons Sci-Fi Open World Action RPG

  • Pitched and lead the Vehicle component of the game

  • Drove for it to be a key third pillar in the project

  • Lead a cross discipline team to build and concept a working prototype in-engine

  • Pitched, led, and delivered Specializations & Weapon Assignment Systems

  • Worked closely with the community to develop new systems and features

  • Leveraged data and feedback from public testing to balance and tune features

  • Worked in the bespoke Frostbite Engine

  • Worked closely with multiple other studios across different time zones

Battlefield Series

DICE LA | Consoles / PC, 2016

  • Pitched, designed, & helped deliver Cavalry Lance weapon

  • Worked closely on Live Service content across multiple expansion packs

Unnanounced Project

DICE LA | Consoles / PC, 2016 - 2020

  • Lead Gameplay Designer on a 3rd Person PVE / PVP Action RPG in a new IP

  • Lead a cross discipline Gameplay team of ~12 - 15 to build all core mechanics

  • Contributed closely to overall IP development, high level pitches, and Gate presentations to Executives

  • Key figure in the initial 12 person team that grew to ~90

  • Key figure in evolution of Frostbite tools to improve iteration & prototyping cadence of high quality 3rd person action gameplay

  • Grew the famous Diablo Treasure Goblin roster with new variants

  • Also tuned, refined, and added additional kit abilities during Live Service

  • Gained extensive Action RPG, data management, and Live Service experience

  • Reverse engineered the LUA toolset to deliver key systems and improvements

  • Work involved in-engine scripting, idea pitching, team leadership, and Presentations

Diablo III

Blizzard | Consoles / PC, 2012

  • Brought onto the team to diversify the skill set and add a designer “That knows gameplay, not just systems

  • Added the "Set Dungeons" system to the Live Service offering

  • Created and alternative way to experience, and understand, a core part of the gameplay loop

Unnanounced Project

Blizzard | Consoles / PC, 2015 - 2016

  • Senior Gameplay Designer on a 3rd Person PVE Action RPG in a new IP

  • Lead prototyping effort for a key system design for procedural level design mechanics

  • Pushed the toolset

  • Key figure in the initial 12 person team that grew to ~90

  • Key figure in evolution of Frostbite tools to improve iteration & prototyping cadence of high quality 3rd person action gameplay

  • Granted final sign off for all cameras across entire game, including complex boss fights such as “To Kill a Fox”

  • Used custom in-house tools to refine & implement multiple features to take burden off of team

  • Lead multiple features of gameplay, from VFX to core mechanics

Heavenly Sword

Sony Cambridge & Ninja Theory | Playstation 3, 2007

  • Key Leader in the Outsourced Sony Team that helped deliver the troubled game

  • Managed & Mentored designers across both studios (~16 designers)

  • Supported planning & tasking for both teams

  • Key technical designer within the engine and tools

  • Lead 4 - 5 Designers across gameplay & level design

  • Edited most trailers and released footage (See Video Work)

  • Part of the 2004 & 2005 E3 Presentation team that revealed and demonstrated the game on the show floor and behind closed doors

  • Worked closely with external US Publisher to refine the game for US launch (2K)

24 : The Game

Sony Cambridge | Playstation 2, 2006

  • Key Leader in the Core Design team

  • Contributed heavily to overall game, mission, and story design

  • Inspired and iterated on several of the hacking min-games

  • Drove design of action combat & shooting mechanics

  • Also lead the Vehicle handling & associate Missions

  • Key part of 3-person Core design team

  • Edited most trailers and released footage (See Video Editing Section Below)

  • Part of the 2002 E3 Presentation team that revealed and demonstrated the game on the show floor and behind closed doors

Primal

Sony Cambridge | Playstation 2, 2003

  • Developed Player Combat System - Player Mechanics & Combatants

  • Directed animators & engineers for core systems

  • Helped develop Bosses, Systems Design, Narrative design

  • Innovated controls using Pressure Sensitive PS2 buttons

  • Re-Released as a PS2 Classic on PS4 in 2016

QA Roles

Sony Cambridge | Playstation 1, 1997 - 1999

  • Worked as QA across multiple Playstation 1 titles

  • Quickly became Lead Tester at the studio

  • Worked closely with all disciplines and learned the intricacies of game development

  • Also responsible for Studio Game Library

  • Developed in-house Playstation Fanzine

  • Won Sony Europe Retro Videogame quiz

  • Won internal “Developer of the Year” award in 1999

  • Recorded all gameplay demos in Frogger attract sequence

  • #10 on the default Frogger High Score Table!

  • Became primary Video Editor for intra-team and public video content