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I have been designing games professionally
since 2003, working on action-oriented titles for consoles and PC. I am currently
working as a Senior Designer at
Respawn Entertainment
in
Los Angeles. |
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Titanfall 2
Respawn Entertainment - XboxOne, PS4, PC (October 2016)
AI and game/level design. Designed, built and scripted
"Effect and Cause" mission with a ridiculous amount
of help and support from the rest of the team. |
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Titanfall
Respawn Entertainment - XboxOne, PC (March 2014)
Game-wide design and map creation/scripting. Created the maps "Corporate", "Lagoon" and "Haven". Gameplay scripting on "Corporate" and "Colony". |
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Call of
Duty: Modern Warfare 2
Infinity Ward - Xbox 360, PS3, PC (November 2009)
Designed levels for the single-player campaign including
"S.S.D.D", "The Only Easy Day...Was Yesterday", "Of Their Own Accord" and "Just Like Old Times". |
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Call of Duty 4: Modern
Warfare
Infinity Ward - Xbox 360, PS3, PC (November 2007)
Designed levels for the single-player campaign including
"Mile High Club", "Shock and Awe", "All In" and world geometry for "Blackout".
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Aeon Flux
Terminal Reality - Xbox, PS2 (November 2005)
Based on the animated series by Peter Chung and the live-action
film starring Charlize Theron, I designed and scripted 6 levels
including the episode shown at E3 2005. |
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BloodRayne 2
Terminal Reality - PC, Xbox, PS2 (October 2004)
Designed level progression, puzzles and set pieces. Responsible
for 3 final levels including design documents, gameplay, lighting,
scripting, cinematics and story. |
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Colosseum
Mod for Jedi Outcast
(Quake3) Engine (May 2003)
Author of a popular single-player mod that takes place in
Ancient
Rome.
Responsible for all aspects of level and game
design, art, sound,
scripting, lighting cinematics and screenplay. |
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