Biography
I started making games in 2008 after graduating college at the Art Institute of Atlanta with a Bachelor’s of Fine Arts in Video Game Art and Design. My work has always specialized in Level Design mainly, some Game Design, and anywhere I can help. I love what I do because I am able to take part in working with every department of the team. I have taken most of my projects from the very start of conception, all the way to bug fixing and shipping titles. I feel very fortunate that I have been able to create games from such a variety of IP’s, which has also led to being able to explore different methods of design, gameplay, and prototyping. Your perspective and imagination really grows everytime you work on something new.
In the middle of my career I spent over three years working on Spider-Man at Insomniac Games as well as Ratchet and Clank Rift Apart. I was able to showcase my work on the E3 stage as my level was used for the showcase. (The Raft)
Afterwards I spent two years developing a new IP with a new team at Square Enix in Shinjuku.
Over the course of my career I have worked on 13 professional projects, including my latest one. Currently you can find me in Tokyo, working at UNSEEN as a Lead Level Designer on Ikumi Nakamura’s new game KEMURI! I am also teaching for CGMA as an instructor for the Level Design for Games course, which I have been doing for 5 years now. I also designed my own beginner Level Design course for the school.
Skills
Roles
- Mastery
- Mastery
Technical Skills
- Mastery
Software
- Mastery
- Intermediate
Other Skills
- Mastery
- Mastery
- Mastery
Work Experience
2021 – Present day
Lead - Level Designer
UNSEEN (Tokyo, Japan)
Joined the immensely talented Ikumi Nakamura on her adventure to create a new game studio, lucky enough to be one of the core members.
Privileged to be able to step into the Lead role at Unseen for the Level Design team. I’m super happy that I can take this chance to keep improving our team and also feel like I can make a big difference.
2019 – 2021
Senior - Game Designer
Square Enix (Shinjuku, Tokyo, Japan )
Game Designer / Level Planner / Level Designer
Architecting level designs for game play fields , preparing and implementing and adjusting quests and game missions.Was making an unannounced New IP which was sadly eventually canceled one year after I left the studio.
2016 – 2019
Advanced Game Designer
Insomniac Games (Burbank, California )
Level Designer / Mission Designer / Designer
Designed and developed Golden Path missions from concept to final polish, iterating on blockouts, combat design, cinematics, gameplay flow and more.
Led the design of key missions, including The Raft (featured in the E3 2018 demo) and the Fisk Tower mission, which kicks off the game’s main story.
Contributed to the success of Marvel’s Spider-Man, which became a best-selling franchise with over 33 million copies sold.
- Ratchet and Clank Rift Apart
- TCTNS - The City That Never Sleeps DLC
- Marvel's Spider-Man - 2018
2008 – 2016
Level Architect - Level Designer
Disney Interactive - Avalanche Software (Salt Lake City, Utah )
My first job in games! Eight amazing years learning from the amazing folks at Disney. Level Design, game Design, and launching a huge IP Disney Infinity. I went from a newbie, to mid level, to Senior before the studio ended up closing sadly. (Now WB Games Salt Lake Hogwarts)
Bolt (Assets and Collision)
Toy Story 3 (Stunt Park, Caterpillar Room, Enchanted Glenn)
Cars 2 (Arena Modes)
Disney Infinity 1.0 (Cars Playset)
Disney Infinity 2.0 (Spider-man Playset)
Disney Infinity 3.0 (The Force Awakens Playset)
Disney Infinity 3.5 (Finding Dory Playset)
Jabberwocky
Education
2008
BFA - Bachelors of Fine Arts in Video Game and Animation
Art Institute of Atlanta
Video Game and Animation
