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