
SUMMARY
A creative and imaginative game designer with over 11 years of industry experience designing levels, enemy behaviors, and combat encounters for AAA titles, seeking to utilize their talents and skills to make great games with a great team.
PROFESSIONAL EXPERIENCE
Disruptive Games (Remote)
[Game Designer, AUGUST 2022 - MARCH 2024]
Unannounced Project
Designed several explorable points of interest of varying sizes for a large open World Partition map
Worked closely with engineering and other designers to manage and maintain placement of POIs, player loot, in-game resources, and PVE combat encounters
Collaborated with engineering to develop dynamically spawning explorable POIs
Prototyped an interactable world map station using Blueprints and UMG
Developed design documentation focusing on POIs, resources, and extraction gameplay elements
Created a prototype ranged enemy AI using Blueprints, Behavior Tree, and GAS
Toys For Bob/Activision Blizzard (Novato, CA)
[Associate Level Designer, JULY 2019 - JULY 2021]
Call of Duty: Warzone Pacific
Constructed point of interest farm area on the island of Caldera, part of the massive relaunch of Warzone’s main free-to-play multiplayer battle royale map
Utilized the IW 8.0 Radiant engine to sculpt and landscape a large terrain area using various brush tools, splines, and to layout prefabricated props and buildings to build out a farmstead
Collaborated with other level designers and environment artists to seamlessly integrate the surrounding areas, paths, roads, and procedurally generated flora
Participated in prototype proposal and feedback rounds for a live-ops update to Warzone’s gulag combat zone
Crash Bandicoot 4: It’s About Time
Designed 4 different levels using Unreal Engine, and Blueprints, along with proprietary plugins, tools, and level streaming optimizations
Adapted the original trilogy’s gameplay style with new mechanics, tailoring each level to fit Crash or one of the other playable characters with different skill sets
Partnered with concept and environment artists to properly telegraph gameplay intention, support visual narrative, and compose cinematic vista reveals
Utilized Blueprints and proprietary state machine tool to own and develop behaviors for over 40 unique ambient creatures, while managing their placement in all levels
Charged with documentation and implementation of all things involving the jetboard player vehicle, related mechanics and hazards, collaborating with character designers, other level designers, engineers and the creative director to improve functionality, optimization, tuning and feel
Worked closely with engineers to iterate and improve upon level features and proprietary tools
Toys For Bob/Activision Blizzard (Novato, CA)
[Associate Game Designer, APRIL 2010 - AUGUST 2017]
Unreleased Project, Research and Development
Collaborated with concept and character artists to develop a large, heavy type enemy robot in Unreal Engine 4 using Blueprints and Behavior Tree, designed with multi-stage damage behaviors, deployable satellite weapons, and online multiplayer networking compatibility
Skylanders: Imaginators
Designed a boss fight, enemies, combat encounters, theatrics and area blockouts using Maya, and Vicarious Visions’ proprietary Laboratory, Alchemy, and visual scripting tools
Partnered with concept artists, animators, level designers, environment artists, and engineers to develop readable, challenging yet fun sets of enemies and combat zones
Skylanders: Trap Team
Created mini-boss fights, enemy behaviors, combat encounters and area mesh using proprietary TFBTool, TFBScript, and Maya
Built diverse sets of enemies with balanced combat archetypes which could be mixed and matched to create varied and compelling combat setups
Skylanders: Spyro’s Adventure/Giants
Developed combat encounters and built area mesh using proprietary TFBTool, TFBScript, and Maya
Collaborated with level designers and environment artists to create engaging combat setups, theatrical moments, and to help establish level pacing
Toys For Bob/Activision Blizzard (Novato, CA)
[Quality Assurance Tester, FEBRUARY 2010 - APRIL 2010]
Skylanders: Spyro’s Adventure
Assisted the production team and the developers by communicating and reporting playability and functionality issues, in order to improve gameplay experience
Planet Moon Studios (San Francisco, CA)
[Quality Assurance Tester, MAY 2009 - JUNE 2009]
Drawn To Life: The Next Chapter
Performed in-depth and thorough playthroughs in order to locate and report gameplay and art issues affecting multiple levels and progression
Toys For Bob/Activision Blizzard (Novato, CA)
[Quality Assurance Tester, APRIL 2008 - SEPTEMBER 2008]
Madagascar: Escape 2 Africa
Provided bug reports for art errors, playability issues, and smoke test results
Assisted with locating and reporting errors and discrepancies with localization text
Mechanical Butterfly Studios (San Francisco, CA)
[Concept Artist, AUGUST 2007 - APRIL 2008]
Unreleased Project
Created concept artwork using Photoshop for multiplayer fantasy PC game
Contributed to game story and background information
EDUCATION
Academy of Art University (San Francisco, CA)
[BFA, Computer Arts, JUNE 1999 - DECEMBER 2003]
SKILLS
Unreal Engine 5, Blueprints, World Partition, Behavior Tree, Gameplay Ability System, UMG
Game Design, Level Design, Enemy AI Design, Combat Encounters, Design Documentation
Maya, Blender, Photoshop, Perforce, Git
Jira, ClickUp, Confluence, Notion, Miro