
Creating immersive environments and experiences which inspire emotion and capture the player.

RESUME
Experience
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Crystal Dynamics
August 2016- Current
The Avengers Project and New Tomb Raider
Designer III - Cameras and Cinematics
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Systemic camera design.
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Scripted camera events.
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Camera animation for in game cutscenes.
2K Games
August 2015 - May 2016
Xcom2 and Mafia III
Cinematic Artist and Open World Designer
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Created in-game and pre-rendered cut scenes.
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Managed assets and duplicate scenes for post effect work in Xcom 2.
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Scripted world interactions for AI in Mafia III.
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Constructed shop kits with AI scripting and set dressing for Mafia III.
Cubic Defense Systems
March 2014 - August 2015
Untitled
Game Content Developer – Systems
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Constructed complex, moving mechanical assemblies in blueprint.
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Developed a system in blueprint for fully customizable characters.
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Set up animated locomotion and states for characters.
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Cinematic sequences using Matinee and Montage
2K Marin
October 2012 – July 2013
The Bureau and Unannounced
Level Designer & Cinematic Artist
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Cinematic Scripting using Unreal Matinee and Kismet.
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Scripting ambient action sequences for environmental storytelling.
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Composed shot lists and directed mocap sessions.
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Lighting, FX and asset placement for PC version.
Double Helix
January 2012 – July 2013
Title: Unannounced
Level Designer & Cinematic Artist
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Level layout and editing in Maya.
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Cinematic scripting using a proprietary editor.
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Scripting and asset placement for player investigation mechanic.
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Developed investigation mechanics to support narrative and player progression.
THQ-Montreal
June 2011 – November 2011
Title: Homefront II and Unannounced
Level Designer & Cinematic Artist
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Developed new game mechanics, inventory management, player controls and story.
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Created multiple prototype levels to test new gameplay concepts and tech.
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Engine evaluations of Unreal, CryEngine and Volition’s engine for open world game.
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Design and documentation for player navigation and mass crowd systems.
THQ-KAOS
June 2009 – June 2011
Homefront
Level Designer – Cinematics
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Single player level design and combat scripting using Unreal 3.
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Managed levels shared between multiplayer and single player.
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Constructed prefab scripts to assist designers with repetitive tasks.
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Created hybrid-cinematic gameplay moments using matinee and kismet.
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Gearbox Software
June 2006 – November 2008
Title: Borderlands
Level Designer and Cinematics Artist
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Open world level design using Unreal 3.
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Created cinematic sequences using Matinee.
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Scripted vehicle controls and enemy vehicle combat.
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Created proxy models to aid designers and assist with outsourcing.
Half-Life 2 Source Mod
September 2006 – March 2007
Grimoire
Lead Level Designer
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Created arena style levels for 1v1 fighting game.
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Developed spell systems and spell strategies.
Unreal Tournament Mod
December 2005 – March 2006
Great Winter
Team Lead & Level Design
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Designed a new and unique gameplay mode for Unreal Tournament.
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Created custom models and textures for all levels.
Education
The Guildhall at SMU, Plano Texas
Specialized Degree in Digital Game Development: Level Design
March 2007
New England Institute of Technology, Palm Beach Florida
A.S. Mechanical Design, Engineering and Drafting
Study of mechanical design engineering using various 3D CAD applications
December 1999
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Areas of Interest: High action gameplay, scripting and cinematics. Special interests include VR/AR, adventure, RPG and narrative based games.
Skills
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Software
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Unreal Editor 4
CryEngine
Photoshop
After Effects
Maya
Perforce
Jira
Technical
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Level Design
Cinematography
Combat Scripting
Game Systems
AI Behavior
Terrain Editing
3D Modeling
Profile
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Over ten years of experience in AAA game development and more than five shipped titles.
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Diversified skill set, drawing from a traditional art and technical backgrounds.
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Fast and iterative approach to design and problem solving.
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Passionate about game immersion and creating memorable moments.
LEVEL DESIGN
HOMEFRONT
CINEMATICS
THE BUREAU
XCOM 2
GAMES

As a level designer on Borderlands I was responsible for layout, terrain generation, asset placement, mission scripting, streaming and cinematics. Much of my work involved heavy use of matinee and kismet scripting to create cutscenes and hybrid cinematic gameplay moments.
Borderlands

I worked as an open world designer on Mafia III, responsible for scripting world interactive elements used throughout the game. Additionally, I scripted AI and set dressed interior spaces, helping to bring life to shops, bars, garages and other areas in the game.
Mafia III
To Be Announced
New Tomb Raider
