BACKGROUND
- Avid console and PC gamer that enjoys immersive, narrative experiences.
- Self-starter personality, with a strong team ethic that is comfortable with ramping up quickly.
- Enjoys the experience of collaboration and moving an idea from concept to a finished, polished product.
- Familiarity with improving game interfaces, control schemes, and overall player “feel”.
- Systemic design experience on core game mechanics, including camera behavior and control, targeting, gun behavior, and player gear.
- Tool design experience with scripting framework, mission editing, AI, and object state systems.
- Content creation experience including map block outs, scripting, encounters, and narrative design.
WORK EXPERIENCE
Lead Gameplay Designer – The Elder Scrolls Online
Zenimax Online Studios | Cockeysville, MD
Jan. 2015 – Present
- Lead the systems, UI, and combat teams on improvements to the game.
- Review proposed changes and additions with Creative Director to ensure they continue to build upon the core experience of the game.
- Oversee the development and performance of the systems, UI, and combat design leads.
- Coordinate with producers on scheduling and prioritization of gameplay features.
- Run the player experience team responsible for improving combat, movement, and other “moment to moment” player facing features.
- Run the voice chat team that is responsible for the VOIP systems in the console port.
Lead UX Designer – The Elder Scrolls Online
Zenimax Online Studios | Cockeysville, MD
Sept. 2012 – Jan. 2015
- Oversaw the design and implementation of all in-game interfaces/controls.
- Reviewed major systems with Creative Director and other design leads to ensure optimal player experience.
- Responsible for the development and performance of UX design team members.
- Coordinated with producers on scheduling and prioritization of UX features.
Senior Game Designer – Multiple Titles
Spacetime Studios | Austin, TX
Feb. 2011 – Sept. 2012
- Worked with Creative Director in prototyping core gameplay mechanics for new and existing titles.
- Responsible for initial AI and interactive object behavior for several new projects.
- Designed/Implemented classes and abilities of the studio’s flagship title, Arcane Legends.
- Assisted design team in problem solving logic issues and reviewed scripts prior to code submission.
- Worked with tech to identify and design tool improvements on AI, ability, and scripting framework.
- Collaborated with art to develop additional campaign content for existing titles.
Game Designer – Star Wars: The Old Republic
Spacetime Studios | Austin, TX
May 2009 – Feb. 2011
- Designed and scripted flashpoints (narrative single-player style content).
- Scripted complex, overarching class quests for the Imperial Agent and Sith Inquisitor.
- Worked with writers to graybox gameplay for several class and world mission arcs.
- Created and maintained the scripting wiki in personal time detailing tool usage, scripting tutorials, and implementation standards for use by the design department.
Senior Systems Designer – Darksiders
Vigil Games | Austin, TX
Sept. 2008 – May 2009
- Designed and oversaw implementation of the main character’s puzzle solving gear, guns, weapon enhancements, and special abilities in collaboration with art and tech.
- Worked with tech to finalize swimming behavior and camera refinements.
- Managed itemization with Lead Designer.
- Scripted the Gryphon level and designed the flight spline system with tech.
- Assisted level designers with additional gameplay mechanics and scripting.
Design Lead: Functionality & UI – Tabula Rasa
NCsoft | Austin, TX
Sept. 2005 – Sept. 2008
- Designed control scheme and UI together with the lead UI artist and programmer.
- Worked with tech and art to define and implement the overall camera and character feel.
- Designed and implemented dynamic AI control points, clan functionality, PvP arena, and suite of interactive objects.
- Oversaw design of new features in the scripting and mission editors based on the content team needs.
- Created and scripted several of the game’s instances.
- Assisted and taught other designers advanced scripting and game mechanic implementation.
Game Designer – Tabula Rasa
NCsoft | Austin, TX
Jan. 2003 – Sept. 2005
- Designed mission structure, object state system, creature spawning system, and narrative scripting framework.
- Worked with lead designer to develop vertical slice of persistent and instanced map gameplay.
- Designed and scripted instances, creature AI, and missions.
- Served as design liaison for art to establish assets needed for game systems and global environment suites.
- Identified gaps in content creation pipeline and designed scripting and mission editors in collaboration with tech.
SKILLS AND ACCOLADES
Software Familiarity:
- Word, Excel, PowerPoint, Access, Enterprise Manager, Query Analyzer, Photoshop, Illustrator, Fireworks, Perforce, Test Track Pro, DevTrack, Hansoft, JIRA
- Python & C Scripting Experience, Learning C++
- Windows, Linux, OSX familiarity
Accolades:
- Neverwinter Nights module used on Bioware’s career website as model for design applicants – 2009
- NCsoft’s Award for Outstanding Achievement – 200