

2002 - 2009
Roles
Senior Technical Game Designer
Open World Game Designer
Achievements Summary
Fine-tuned player abilities and camera systems, leading locomotion side missions for Spider-Man.
Designed and implemented camera and character behaviors for cinematics in locomotion missions.
Guided mission content from prototype to launch with engineering, design, and animation teams.
Mentored and tutored designers on game systems and proprietary engine tools.
Assisted Shaba and Luxoflux with creating game content, including engine tools and mission design.
Transformers:
Revenge of the Fallen
(Xbox 360, Playstation 2/3, Wii, Windows)

Tasked with enhancing race missions for Transformers: Revenge of the Fallen at Luxoflux, drawing on my proven expertise in designing races from Spider-Man titles.
Created an innovative timer-pause mechanic using shootable skill-shot icons to add skill depth and help players achieve top times.
Designed a simple objective-tracking feature to keep players informed and engaged during high-speed missions.
Level Design
Led the design of high-intensity race missions in Transformers: Revenge of the Fallen (PS3), featuring the fast-paced character Sideways in both Autobot and Decepticon campaigns, where players raced through checkpoints against a tight timer to earn top medals like Platinum.
Designed skill shots as floating icons that players shoot to pause the timer (10 seconds each, up to 50 seconds total), adding a skillful layer to high-speed gameplay while providing an easy lift for achieving faster times and higher scores.

Spider-Man: Web of Shadows
(Wii, Xbox 360, Playstation 2/3, Windows)
Assisted Shaba engineers on proprietary engine tool usage and locomotion design using my 6+ years of experience in locomotion-based mission design.
Designed and scripted story missions in collaboration with engineers, art and design teams.

Mission Design
Designed and scripted cinematics, mission progression, enemy spawns for Ryker's Island Prison Break C-based script.

Spider-Man 3
(Wii, Xbox 360, Playstation 2/3, Windows)
Scripted all aspects of all side mission events using a proprietary C-based scripting language, and placed markers and gameplay objects using engine tools.

Trick Race Missions
Designed and scripted cinematics, mission progression, enemy spawns for Ryker's Island Prison Break C-based script.

Sky Dive Missions
Collaborated with the locomotion engineer to create a new control scheme for the sky dive missions and designed and implemented all sky dive missions.

Call of Duty: Finest Hour
(GameCube, Xbox Playstation 2)
Some designers from Treyarch, including myself, were dispatched to Spark to assist with design for one of their missions. Here we learned new tools and a completely different development workflow from scratch in order to create a mission so the game could ship with a complete story.

Mission Design
Used a trigger and signal system to manage objective progression for the Tillet, Belgium mission.
Implemented enemy soldier and tank spawns and implemented pathing for go-to's, set flak cannon and turret emplacements, positioned ammo and health pickups, and created paths and triggers for airplane flyovers.

Ultimate Spider-Man
(GameCube, Xbox Playstation 2)
Due to my extensive knowledge with locomotion on the Spider-Man 2 game, I was put in charge of doing similar missions for Ultimate Spider-Man. This was a fascinating experience because I was able to change the approach of race mission creation so that it could suit the locomotion abilities of Venom in addition to Spider-Man and his new features, specifically being able to climb and repel on the cast web.

Spider-Man Trick Race Missions
Scripted all aspects of all side mission events using a proprietary scripting language, and placed markers and gameplay objects using engine tools.

Venom Trick Race Missions
Designing Venom races required a different design philosophy. Venom's locomotion is a bit slow than Spider-Man's and requires direct contact with the physical world. I factored these differences into the design to make Venom races distinctly different and fun.

Johnny Storm Missions
Designed all Johnny Storm Races and created a dynamic cinematic system that changed based on player performance.
Some missions were hooked into story progression.
All missions were implemented mainly using C-based script, data files for efficient game object storage and retrieval, and proprietary in-engine tools to place objects and manipulate camera.

Spider-Man 2
(GameCube, Xbox, Playstation 2)
Designed and scripted all aspects of all locomotion-based side missions using a proprietary, C-based scripting language; placed markers and gameplay objects using engine tools.

Trick Races Missions
Designed, implemented and balanced most trick race content - over half of easy races, two thirds of medium and all hard and insane races.

Pizza Delivery Missions
Designed all Pizza Delivery missions and scripted all cinematics and AI behavior.
Designed and implemented all audio and VO for pizza delivery gameplay and cinematics.

Daily Bugle Missions
Designed all Daily Bugle missions and created a dynamic cinematic system that changed based on player performance.
Some missions were hooked into story progression.
All missions were implemented using C-based script, data files for efficient game object storage and retrieval, and proprietary in-engine tools to place objects and manipulate camera.

Mary Jane Missions
Designed all Mary Jane missions, cinematics, audio playback and progression through an iterative and highly collaborative process with engineers, design and art folk.

Directional Attack Mini Game
Designed and scripted the Directional Attack mini game that taught players how to do directional attacks.

