About Me

I have gone by a few different titles, Creative Director, Design Manager, Game Designer, at the end of the day I do 2 things.

  1. I will make your game fun - I spent the last 14 years of my 20 year career focusing on what made something “fun“. I have worked on multiple genres and platforms for all types of audiences. I can confidently say what makes something fun, why it is fun, and then create a plan to execute it - even if the premise is unprecedented.

  2. I will create a team environment everyone will love working in and with - It’s hard to make something fun if you’re not having fun making it. I specialize in creating psychological safety and empowerment on a creative team. I have been a manager, director, and lead, and I absolutely love coaching the careers of new designers and creatives.

Skills:

Adobe Suite, Unity, Maya, JIRA, Notion, Proprietary Engines, Blender, Event Scripting, Game Design, Level Design, Game Balancing, Game Pacing, Animation Direction, Monetization, UI/UX design, Confluence, Miro, Figma, Creative Collaboration, Google Suite

Award Winning Games

〰️

Award Winning Games 〰️

JURASSIC WORLD: VR EXPEDITION - 2018

LEAD INTERACTIVE DESIGNER

DAVE & BUSTERS - MOTION SIMULATOR RIDE

BEST LOCATION-BASED VR EXPERIENCE 2018 (UPLOAD VR)

I was the Lead Interaction Designer for this motion simulator ride. I designed the interactions, UI design, game design, production, and onboarding/offboarding design.

SPONGEBOB: BUBBLE PARTY - 2015

GAME DESIGNER

MOBILE - PUZZLE

BEST BOARD/PUZZLE GAME 2015 (APPY AWARD)

I did the game balancing and monetization balance.

ST. NOIRE - 2020

LEAD GAME DESIGNER

AMAZON ALEXA - BOARD GAME

INNOVATION AWARD - GAMING 2020 (CES)

I designed this board game from concept to production. This was a unique challenge because it was an Alexa Board Game that’s also a narrative murder mystery. I had a lot of fun designing this one with Nolan Bushnell.

VR Experiences

〰️

VR Experiences 〰️

PROJECT ZENITH - 2017

LEAD GAME DESIGNER

GEAR VR - FPS WALKTHROUGH EXPERIENCE

I designed this VR walkthrough experience. This included layout, pacing, interactions, level design, enemy design, and production and milestone setup.

ESCAPE RUINS - 2023 (UNRELEASED)

LEAD DESIGN/PRODUCTION/PRODUCT

VIVE - VR 4D ESCAPE ROOM

I designed and directed this VR experience. This included layout, pacing, story, biz dev, and production and milestone setup.

VARIOUS - 2019-2023

EXPERIENCE DESIGN MANAGER

OCULUS - VR LEARNING MODULES

I managed the game designers, learning designers, UI/UX designers, and Art teams for these learning modules. Also did game design, balancing, and product design.

WWE ENTRANCE - 2021 (PERSONAL PROJECT)

DESIGN

OCULUS 1 - VR WALKTHROUGH

I designed this VR walkthrough experience. This included layout, pacing, animation, modeling, and scripting.

MONTEZUMA’S TREASURE RIDE - 2018

LEAD DESIGN/PRODUCTION/PRODUCT

VIVE - VR MOTION SIMULATOR

I designed and directed this VR ride experience. This included layout, pacing, story, biz dev, and production and milestone setup.

PING - 2016

LEAD GAME DESIGNER

GEAR VR - ARCADE

I helped design, test, balance, and produce this competitive, VR experience.

GHOST MANOR - 2017

LEAD GAME DESIGNER

GEAR VR - HAUNTED WALKTHROUGH

I designed and directed this VR walkthrough experience. This included layout, pacing, story, interactions, and production and milestone setup.

Mythic Combat - 2016

LEAD GAME DESIGNER

GEAR VR - ARCADE/FIGHTING

I helped design, test, balance, level design, and produce this competitive, VR experience.

SINISTER INN - 2023 (PERSONAL PROJECT)

LEAD DESIGN/PRODUCTION/PRODUCT

OCULUS 2 - HAUNTED WALKTHROUGH

I designed and directed this VR walkthrough experience. This included layout, pacing, story, interactions, animation, and production and milestone setup.

Big Buck Hunter VR - 2024

PERSONAL PROJECT

VR SHOOTER

I designed this VR shooter prototype for fun, based on the classic arcade game.

Video Games

〰️

Video Games 〰️

LEAGUE OF LEGENDS - 2007

ASSOCIATE PRODUCER/GAME DESIGNER

PC - MOBA

I worked on League of Legends back in 2007. I did game design, animation direction and was the outsource producer. Outside of all those responsibilities I also named the game!

SPARCADE: WHEEL OF FORTUNE - 2016

LEAD GAME DESIGNER

MOBILE - SKILL

I did the game design and production for this game. I served as the main point of contact for GSN Games. I designed the layout and balancing of the game for a gaming (gambling) platform. I also directed the QA and milestone setups and deliveries.

TEENAGE MUTANT NINJA TURTLES: BATTLE MATCH - 2015

LEAD GAME DESIGNER

MOBILE - PUZZLE

I was the main point of contact with Nickelodeon. I did game design, UI design, production,  monetization design and balance, laid out the editor system, wrote the dialogue, and designed all 96 levels.

SPARCADE: TRIVIAL PURSUIT (UNRELEASED) - 2016

LEAD GAME DESIGNER

MOBILE - SKILL

I did the game design and production for this game. I served as the main point of contact for GSN Games. I designed the layout and balancing of the game for a gaming (gambling) platform. I also directed the QA and milestone setups and deliveries.

HORIZON BLAST - 2023

ALMOST ALL DEVELOPMENT

MOBILE - ACTION/SKILL

I did biz dev, game design, game direction, art direction, UI/UX direction, all production, monetization design, designed all 100 levels, enemies, and bosses, and all management including client management. Had help with art, programming, and QA.

POKERIETY - 2010

LEAD GAME DESIGNER

FACEBOOK - POKER

I did game design, UI design, production, and art direction.

SPARCADE: SCRABBLE - 2016

LEAD GAME DESIGNER

MOBILE - SKILL

I did the game design and production for this game. I served as the main point of contact for GSN Games. I designed the layout and balancing of the game for a gaming (gambling) platform. I also directed the QA and milestone setups and deliveries.

VERA - 2014

GAME DIRECTOR

PC/KINECT - VIRTUAL REHABILITATION

I was the game director for this experimental rehabilitation game. I did the UI design, game design, animation direction, QA direction, Voice over direction, milestone and OKR management, and level design.

BOOGA BOOGA - 2012

LEAD GAME DESIGNER

FACEBOOK/MOBILE - TOWER DEFENSE

I did game design, UI design, QA direction, concept art, monetization design, and I designed all 114 levels, over a dozen enemies, and 30+ weapons. This game was released on Facebook, then ported to iPad the next year.

JUNGLE JACKPOT SLOTS - 2012

LEAD GAME DESIGNER

MOBILE - SLOT MACHINE

I did game design, concept art, UI design, QA direction,  and balanced the pacing and win rate.

CYBERVILLE - 2011

LEAD GAME DESIGNER

FACEBOOK - TOWER DEFENSE

I did game design, UI design, QA direction,  and I designed all 200+ levels, all enemies, and all weapons.

FREAKY PETS - 2010

GAME DESIGNER

PC - ONLINE WORLD

I did game design, UI design, production, level design, and QA direction.

FREAKY CREATURES - 2009

GAME DESIGNER

PC - TCG

I did game design, documentation and QA.

VARIOUS

QA - 2004/2005

I did QA for Electronic Arts and Activision on the following projects:

  • Tony Hawk’s Underground 2

  • Goldeneye: Rogue Agent

  • Medal of Honor: European Assault

  • Tiger Woods PGA Tour 06’

  • The Sims 2

  • Black and White 2

  • Tony Hawk’s Proving Ground