Games I’ve Worked On

 
 

Absurd Ventures

Senior Mission Designer II

 
 
 
 

Initial mission design hire responsible for leading the mission design efforts on the “A Better Paradise” project at Absurd Ventures, a new studio from key former Rockstar Games narrative folks.

  • Scripting and pitching mission content and creating open world events/activities on an open-world, action-adventure title using Unreal Engine 5 and blueprint from blockout/concept to final implementation.

  • Built highly technical gameplay prototypes to prove features in pre-pro.

  • Spearheading the development as main customer of script tooling.

  • Feature driver and primary liaison for cross-department mission needs.

  • Creating and iterating on documentation for systems supporting missions.

  • Hiring Manager for the internal mission team.

Current Project:

Unannounced Open-World Action-Adventure Game in “A Better Paradise” universe

Here is the website for Absurd Ventures that explains some of the overall narrative intent of the studio.

Absurd Ventures Website

 

Infinity Ward

Senior Game Designer

 
 
 

Senior Game Designer at the studio famous for Modern Warfare and the reignition of the Call of Duty Franchise.

  • Led a team of 4 designers on a significant mission including encounters, narrative implementation, activities and systems for Call of Duty: Modern Warfare 4.

  • Responsible for pitching and scripting a significant portion of the single player campaign features for Call of Duty: Modern Warfare 4.

  • Built from concept to ship Raid Episode 4 for Call of Duty: Modern Warfare 2’s Raid mode including 3D blockout contribution and encounter scripting along with owning small gameplay beats including significant dialogue implementation across Raid Episode 1 and 2.

  • Concepted, built and shipped core gameplay features around progression, 3Cs and player chase across multiple co-op Special Ops missions in Call of Duty: Modern Warfare II:

    FEATURES:

    ▪ All Daily Challenges

    ▪ Player Kits and Abilities (Active/Passives and Field Upgrades)

    ▪ All co-op monetization (Operator Unlocks and Skins)

    ▪ Achievements

    ▪ Co-op HUD, UI & significant frontend implementation

    Special Ops Missions:

    ▪ Low Profile

    Denied Area

    ▪ Defender: Mt. Zaya

    High Ground

  • Full design owner and implementer of co-op mode’s player progression.

  • Shipped Single-Player Systems and contributed to mission design for Call of Duty: Modern Warfare III (3) including feature development and bug fixing across 8 missions:

    Missions

  • Precious Cargo

  • Reactor

  • Payload

  • Crash Site

  • Highrise

  • Oligarch

  • Frozen Tundra

  • Gora Dam

  • Provided extensive guidance on CoD: Black Ops 6’s “Hunting Season” mission.

Last Project:

Mission Design - Call of Duty: Modern Warfare 4

Shipped Projects:

Call of Duty: Modern Warfare III

Call of Duty: Modern Warfare II

Call of Duty: Black Ops 6

Modern Warfare II - Atomgrad Raid Episode 1

Modern Warfare II - Atomgrad Raid Episode 2

Modern Warfare II - Atomgrad Raid Episode 4

Call of Duty: MWII - Raid Episode 4

MISSION DESIGN

ENCOUNTER DESIGN

A gameplay showcase of the fourth and final episode of “Atomgrad Raid” from Modern Warfare II. I was solely responsible for the opening “Captured” sequence in which players are blindfolded. I worked across the Raid on all sections doing design and implementation of the flow and core loop throughout the Raid. I iterated on design across the various sections, fixed bugs and created/supported systems including the core melee objects which control the entrance to the Laser Section and Elevator. I also designed/implemented the “Easter Egg”.

Video Created By - JackFrags, this is NOT my recording/voiceover.

Call of Duty: MWII - Special Ops Progression

PROGRESSION DESIGN

I was the sole owner of all systems ( except Intel ) outlined in this video along with the challenges which provide additional progression towards both stars in Co-op and overall MP, DMZ and Warzone progression.

I continue to support these systems in live operations and as a result have had to create the systems with longevity, versatility and depth in mind.

Video Created by - Talam, this is NOT my recording/voiceover.

Call of Duty: Modern Warfare III Single Player

MISSION DESIGN

SYSTEMS DESIGN

ENCOUNTER DESIGN

Significant contribution to core single-player systems bringing all levels into parity for the single-player campaign.

Worked as an independent contributor, doing consistent sweeps across the game to improve overall systemic qualities, reduce bugs and support level designers and scripters to easily implement core features into their missions.

Worked on scripting three Infinity Ward led campaign missions including Highrise, Crash Site and Payload with other design scripters focusing on systemic progression, abilities, enemy damage, general bug fixing and more.

Video Created by - DKDynamite, this is NOT my recording.

 

Rockstar Games

Game Designer - OPEN WORLD

 
 

Game Designer at the studio famous for Grand Theft Auto, Red Dead Redemption II, etc.

  • Shipped multiple Red Dead Online DLC packs and systems including the full RPG Progression System, Tonics and Animal Transformation.

  • Did level layout, scripting and dialogue implementation for over 50 pieces of explorable, interactive open world content on Grand Theft Auto VI.

  • Pitched over 200+ pieces of open world activities and ambient content

  • Pitched and implemented locations/types of collectibles in the map.

  • Responsible for designing and scripting systems/content using proprietary software and C# in both multi and single player settings.

  • Built detailed modular gameplay components in C# that supported crossgame content including open world and missions.

  • Built and supported components for a new modular script framework.

    Last Project:

    Grand Theft Auto 6

    Shipped Projects:

    Red Dead Redemption 2 - Moonshiners DLC
    Red Dead Redemption 2 - Naturalist DLC
    Red Dead Redemption 2 - Extended Bounty Hunter License DLC

Grand Theft Auto VI - Trailer

OPEN WORLD DESIGN

ENCOUNTER DESIGN

I worked on bronze and silver path content to support open world content for Grand Theft Auto VI.

Responsible for designing and scripting systems/content using proprietary software and C#.

Did level layout and scripting for various unannounced content.

Video Created by - Rockstar Games, this is NOT my recording/voiceover.

Red Dead Online - Animal Transformation

GAMEPLAY DESIGN

I worked with one other designer on the animal transformation systems and 3Cs experience for animals in Red Dead Online.

I was responsible for all VFX and audio implementation as well as the setup of the script integration of the animal mechanics including drinking water, playing dead as the possum and charging as the buck.

Video Created by - PVP Cat, this is NOT my recording/voiceover.

Red Dead Online - Naturalist Tonics

SYSTEMS DESIGN

I was solely responsible for the design implementation of all of the content showcased directly in the above video, the tonics, the trinkets and the player screen effects from the varmint rifle. This also includes the UI Menu Implementation.

I scripted the design flow for each item and determined their network behavior in a multiplayer setting.

Video Created By - PVP Cat, this is NOT my recording/voiceover.

 

TimeSplitters Rewind

Lead Technical Design, Lead Level Design, Production Lead

 

The famous IP, TimeSplitters, gets a full remake driven by the community.

  • Led the development out of development hell to launch.

  • Got over 100,000 downloads in the first week of launch.

  • Created all data-driven systems like Arcade League/Challenge Mode and scripted ALL challenge/league content.

  • Focused on 3Cs core gameplay work to deliver precise shooting controls

  • Responsible for setting metrics and design direction when remaking/reimagining levels from the original games including blockout of 16 of the 29 launch levels.

  • Led production on major departments like design, QA, art and animation.

  • Provided mission scripting for half of the story missions in the game

  • Created all progression systems and player unlockables.

TIMESPLITTERS REWIND WEBSITE

 

MISSION DESIGN

PROJECT LEADERSHIP

SYSTEMS DESIGN

3CS GAMEPLAY DESIGN

 
 

Drums of War - Shipped

Junior Designer

 
 
  • Assisted in creation of introduction and closing scene.

  • Responsible for tree destruction behavior.

  • Assisted in various UX changes such as drum stick behavior.

  • Tested various VR hardware to ensure multi-platform functionality.

  • Assisted in fixes to the tutorialization of certain mechanics.

  • Playtested for technical issues, responsible for various fixes.

  • Playtested to ensure proper difficulty flow.

    STEAM PAGE

GAME DESIGN

FUNCTIONAL TESTING

 
 
 

Take a Seat

Lead Technical Designer, Writer & Motion Capture Director

 
 

A story-based 3D Platformer inspired by That Dragon, Cancer & What Remains of Edith Finch.

  • I created all level-design, writing, and narrative design. I also coordinated all production, including: motion-capture, voice-over, and musical composition.

  • I directed actors, Todd Bridges, Jared Martzell, Michele Haines and BAFTA-nominated Thomas Was Alone/ Battletoads musical composer David Housden. I managed the budget and coordinated costs in tandem with the goals set by Sony and the ID@Xbox program.

 

STÜMBERG CAY

Sole Responsibility (Excluding Music)

 
 

My solo thesis project made at Woodbury University with a focus on systemic gameplay and narrative design.

  • I used a mixture of in-game embedded storytelling and real-time first-person cutscenes to design a cohesive narrative experience with a large technical undertaking.

  • I focused on developing the story and all design aspects along with every portion of the narrative. I specifically wanted to make an experience with a large amount of embedded storytelling.

  • I also wrote the dialogue for each prop pickup, and all cutscenes throughout the game which are handled through first-person motion-capture, voiceover, and on-screen text, which I was also responsible for.

 

AVR Studio

VR Studio Co-FOUNDER & Lead Designer

 
 

A VR Company focused on creating high-quality VR experiences for all demographics.

  • Used UE4 Blueprint to make architectural VR experiences for clients to see their homes prior to construction. I helped manage a mid-sized team and I was tasked to design an experience that is extremely user-friendly for all ages to use that adhere to investor requests.

  • I managed all design aspects of the VR projects and created a database of bugs in Jira software for the sake of managing quality assurance. I coordinated meetings, client communication, acquirement of new technology, and project deadlines.

SYSTEMS & GAMEPLAY DESIGN

BUSINESS FOCUS