Games I Worked On
Firewalk Studios
Concord, Principal Designer, Fall 2020 - Fall 2024
- Gameplay systems designer for Concord, a multiplayer arena shooter in Unreal 5
- Designed character kits, weapons, combat abilities from prototype to ship/li>
- Drove the design work in character pod teams and collaborated closely with engineering, hard surface, character art, animation, tech art, audio, production and QA to bring the characters to ship/li>
- Mentored designers in design principals and practical skills/li>
- Organized continued design education sessions and workshop discussions/li>
- Wrote robust documentation of gameplay design systems and how to implement them in our engine/li>
- Lead the game's Accessibility initiative, creating and wrangling accessibility features across multiple disciplines and worked closely with Sony's accessibility knowledge share group/li>
Bungie
Destiny 2, Staff Designer, Spring 2017 – Summer 2020
- Worked with the sandbox team to design and implement various character abilities, build perks, and exotic armor for Destiny 2
- Designed and created exotic armor for Curse of Osiris expansion
- Designed and created exotic armor for Forsaken expansion
- Designed new Dawnblade and Voidwalker subclass path perks for Forsaken expansion
- Worked closely with activities team to create Gambit Prime armor and activity perk system
- Designed and created exotic armor for Season of the Drifter and Season of Opulence releases
- Acted as feature lead for the armor team, working closely with character and fx artists, testers, narrative and engineers to deliver armor
- Acted as feature lead for the weapons team, working closely with concept, hard surface and fx artists, testers, designers, narrative and engineers to deliver weapons
- Designed and created exotic heavy bow Leviathan's Breath for Shadowkeep expansion
- Collaborated on design and creation of exotic heavy machinegun Heir Apparent for Season of the Worthy release
- Acted as feature lead for the controller remapping feature released in Season of Arrivals, working closely with gameplay and ui engineers, ui/ux designers, accessibility consultants, and testers to deliver the feature
- Scripted automation and validation tools to help weapons testers and designers with content setup
- Designed and created exotic stasis launcher Salvation's Grip for Beyond Light expansion
- Redesigned the reprisal of D1 exotic pulse rifle No Time to Explain for Beyond Light expansion
- Collaborated on design and creation of exotic sniper rifle Cloudstrike for Beyond Light expansion
- Organized and ran lunch-and-learn discussions for the design department for continued design education
Independent
Game Design Consulting, Spring 2015 - Spring 2017
- Consulted on mini-game design, onboarding UX, and other design details in a whimsical VR Camping sim
- Designed economy and crafting system
- Advised on game design usability issues
Heart Machine
Hyper Light Drifter, Level Designer, Spring 2015 – Spring 2016
- Designed and built levels for 2D action RPG using custom game engine extension in GameMaker
- Assisted with systems design for economy
Insomniac Games
Slow Down, Bull – Designer, Project Lead, Summer 2013 – Spring 2015
- Conceived, prototyped, and pitched a small action PC game as a process experiment for the company
- Lead a 5 person team to create the game from pre-production through production
- Hosted regular live development streams of the project and composed regular devlogs
Sunset Overdrive – Designer, 2011 – Summer 2013
- Prototyped a variety of mechanics during pre-production using Insomniac’s proprietary tools
- Iterated on core mechanics with the pre-production team
- Created visual design documents to convey feature proposals
- Prototyped early iterations of Chaos Squad
- Created levels to prototype early integration of traversal mechanics and combat
Resistance 3 – Designer, 2009-2011
- Responsible for level design of the boat and train levels, combat implementation in the terraformer level, as well as contribution to design of enemies, weapons, co-op mechanics and other game objects for the single-player campaign
- Implemented design via Lua scripting and use of Insomniac’s proprietary level editor
- Organized playtesters for weekly level segment internal playtests
- Responsible for documentation of design decisions and mechanics for respective levels and co-op mechanics
Resistance 2 – Game Design Intern, 2008
- Designed and implemented scenarios and battles in Cocodrie, Louisiana level
- Scripted in Lua and used Insomniac’s proprietary level editor to implement setups for the single-player campaign
Schell Games
Pixie Hollow – Game Design Intern, 2009
- Designed levels and polish on mini-games for the Disney Fairies web MMO
- Wrote and implemented initial quests for the Wilderness, a group questing area
Speaking Experience
Unexpected Game Economies - Louisville Makes Games Lightning Talks, 2022
Student Q&A - University of Florida GDA, 2022
Under my former name:
Why Do I Even Like Roguelikes: An Exploration of Player Motivation - Roguelike Celebration, 2020
Adding Controller Remapping to Destiny 2 - Game Accessibility Conference, 2020
System Design, on Fire, All the Time: Controlling Chaos - PAX West, 2019 (moderator)
Design Tips for Long Form Games - Vector: Dimensions in Game Development, 2019
Rules of the Game: Manage your Gameplay Pie - GDC, 2019
How to Long Term Goal (for People Who are Terrible at it) - Vector: Dimensions in Game Development, 2017
Applying 3D Level Design Skills to the 2D World of Hyper Light Drifter - GDC Level Design Workshop 2017
Everything I said was WRONG: Why Indie is Different Now Organizer and speaker - GDC Independent Games Summit 2017
Academic Residencies for Game Designers - GDC Education Summit 2017 (slides)
Six Habits from AAA that Helped Me as an Indie - Indievelopment, 2016
Nuance of Juice - Vector: Dimensions in Game Development, 2016
On Post-Mortems panel - Let's Play PA, 2015
Psychology of Game Design Panel Participant - Let's Play PA, 2015
Influences - Indiecade 2015
You Belong Here Panel Participant - Indiecade 2015
Masterful Hugging - Glitch City Demo Night, 2015
Problem Solving and Career Choices EPXCon 2015
Let's Make: The Importance of Game Dev Live Streaming Panel Participant - PAX East, 2015
Accountability and Efficiency - GDC Microtalks 2015
What am I Supposed to Do With My Life - CMU Entertainment Technology Seminar 2014
Game-Changers: Making Mid-Career Transitions & Awesome Games Panel Participant - PAX Prime, 2014
The Lisa Brown Method of Level Design - Glitch City Demo Night, 2014