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, concepting and pitching mission content on an open-world, action-adventure title using Unreal Engine 5.

  • Spearheading the development of mission tooling for easier iteration across content teams.

  • Coordinating cross-department efforts towards the execution of mission content.

  • Creating and iterating on key documentation for core game systems to support mission content

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 new type of mission for a future project.

  • Utilizing a proprietary scripting language to create both scripted co-op and single-player missions as well as new mechanics and systems.

  • Wrote Lua code to create unique UI HUD and Frontend elements.

  • Shipped Missions and Systems for Call of Duty: Modern Warfare II (2) and post-launch content.

  • Shipped Single-Player Systems and contributed to mission design for Call of Duty: Modern Warfare III (3).

  • Wrote ALL Co-op challenges and supported live operations.

  • Handled ALL Progression ( including the Kits System ) and Monetization for the Co-op Mode.

  • Created unique mission content utilizing game systems I wrote.

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

  • Contributed to level design for Co-op Raids with 3D Blockout in Radiant.

  • Worked on Progression, Rewards ( Including MTX ), Challenges, and various Killstreaks/Munitions for the mode.

Last Project:

Mission Design - Next Infinity Ward Title

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: Modern Warfare III Single Player

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

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.

Call of Duty: MWII - Special Ops Progression

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

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.

Call of Duty: MWII - Raid Episode 4

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

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 implemention 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”.

 

Rockstar Games

Technical Game Designer

 
 

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

  • Utilized a mix of polymorphism, inheritance and a unique component design pattern to create components which support open world content.

  • Shipped Red Dead Online content including the full RPG Progression System, Tonics and Animal Transformation.

  • Did level layout & scripting on open world content for the upcoming Grand Theft Auto title.

  • Wrote and implemented systemic components to create bronze and silver path content for the upcoming Grand Theft Auto title.

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

    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

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

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.

Red Dead Online - Animal Transformation

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

I worked with one other designer on the animal transformation systems 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.

Red Dead Online - Naturalist Tonics

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

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.

 

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

 

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 of over 100 developers on this fan project, bringing it out of development hell to 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 including 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

 

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.