Things I’ve worked on:
Character Select
Apex Pack Unboxing Ceremony
Revive Mechanic
Gun Charms
Menu/UX Scripting
Level Layout Prototyping
World’s Edge Train
Mirage Voyage
Bloodhound’s Trials
Map Toys (World’s Edge Rising Walls, Olympus Grow Towers)
Teases and Story Events
After my work on ‘Infinite Warfare’, I was promoted to a mission team lead where I was responsible for 4 other designers. While I planned the overall pacing of 'Piccadilly' within the direction of my leads (as well as one other level that was cut), I was the direct owner and creator of 'Clean House'.
Clean House
The now iconic mission was originally our greenlight presentation to ATVI, marketing, and Sony executives. I created a simulated/fully animated version of the level myself, working with our game director and head of Mocap to achieve a unique vision and tone for the franchise.
Many on the team thought it was impossible to achieve ‘Clean House’ in actual gameplay (including destructibility, which I also prototyped), but I was confident in realizing the vision. I eventually took it to first playable and worked on many of the more gameplay focused iterations that lead to the final product, which was finished by other designers after I left the studio.
Originally hired as a geometry builder, I quickly taught myself the scripting language and was responsible for various mechanics and sequences that took place in the “Retribution” sections of the game:
VR Firing Range
This is the in-game firing range that fictionally takes place in virtual reality. I created the original prototype, scripted the entire experience, and crafted the geometry layouts. I also collaborated closely with Vicarious Visions, the studio responsible for the art. I created first-pass art and vfx, as well as provided solutions for technical art issues.
Operations Map
I was given 2 weeks before E3 to create the holographic star map where you choose your next mission. I created the art, animation, and 1st pass effects for all the various states of the Operations Map, in collaboration with artists at Vicarious Visions. I also managed the full-screen version, working with the UI team to ensure it was completed on time and in-scope.
Most Wanted Cards
Pitched, prototyped, designed, and implemented the Most Wanted system. Inspired by the Iraq most wanted playing cards, these collectibles created an incentive for players to choose optional missions and eliminate special targets. I also created lots of the art for this system.
I was the level designer for chapter 1 (Mayfair), and chapters 3-4 (Whitechapel). I built the block-outs for each section in Maya and communicated my gameplay intent with our combat designer, who then implemented gameplay along with scripters. Since AI was in an unplayable state for most of the project, my level layouts had to take a best guess at what combat would feel like. As development progressed, certain sections of my levels would get reconfigured to accommodate cinematics, which demanded quick problem solving since production required that areas be art-locked early on.
I started at id Software as a multiplayer level designer for the iteration of Doom 4 that never shipped. Eventually I switched teams to work on single-player RAGE downloadable content, where I took the geometry to final art and did my own lighting.
This is a level I created in my spare time using mod tools, as an effort to teach myself scripting. With no prior programming experience, I used online C++ tutorials and scripts from other levels as training resources. To play it, visit the download location here.
The Masked Prisoner
This is a 30-45 minute campaign I created in my spare time during the production of The Order: 1886. The artwork is only 1st pass/rough blockout quality. Download it here.
Outpost 16
The first level I ever made, Outpost 16 is a single player modification for Half-Life 2 I created by myself over the period of 6 months. It required custom animation, voice over, textures, and models. Download it here.
id Software Design Test
I caught the attention of designers at id Software with my mod Outpost 16, which resulted in this design test I completed in 10 days.
Animation Reel
My animation reel includes work from: Walt Disney Feature Animation, James Baxter Animation, student films and additional tests.
Atonement
This is my 3rd year film from Cal Arts. It was my effort at making a traditional film with mood being the main goal. It’s got pirates.
The Umbra Wilderness
My first year film from Cal Arts.
Fourth Year Film (Unfinished)
I had the goal of creating an ethereal film that contrasted love and war, but rendering every frame slowed me down to a halt and the film was never finished.