

2002 - 2009
Quickly learned project-specific game development tools and workflows to enhance team contributions and optimize pipelines.
Designed level difficulty standards and implemented world progression systems for RWBY.
Worked interdepartmentally with production, art, programming, game design, and directors daily.
Discussed and resolved design specification and implementation issues collaboratively.
Performed level design tasks, including collision modification and item/enemy placement.
Managed game quest progression, dialog, and inventory data and implementation.
Applied art and programming skills to implement features and fix faults.
Employing multi-disciplinary skills, reduced workload on respective departments through effective collaboration, communication and risk mitigation.
Developed a novel technique for meeting cutscene design requirements using existing tools.
Roles
Lead Cinematics Designer
Senior Technical Game Designer
Level Designer
Achievements Summary
Contra: Operation Galuga
(Windows, Nintendo Switch, PS4/PS5,
Xbox One/X|S)
Proficiently developed and optimized a custom sprite renderer and collision system, collaborating closely with QA leads to diagnose and resolve issues.
Leveraged advanced texture creation expertise to address bugs swiftly with limited resources, ensuring timely and successful game delivery.

Developed an innovative technique using existing tools so characters animate while the timeline/sequencer was paused. This system involved creating cinematic versions of characters, each with unique animator controllers that would respond to signals triggered in timeline. This resulted in having characters continue their animations despite the timeline being paused when waiting for player input on dialog.
Cinematics Lead
Details Coming Soon
Workflow Optimization
River City Girls 2
(Nintendo Switch, PS4/PS5, Windows, Xbox One/X|S, Android/iOS)
A third party was contracted to create a specialized rendering and collision system. I was put on the project in order to help ship it. I got up to speed on how to use the custom tools very quickly, and employed my technical skills to fix texture sorting issues and collision bugs so that the project could ship on time.

Proficiently developed and optimized a custom sprite renderer and collision system, collaborating closely with QA leads to diagnose and resolve issues.
Leveraged advanced texture creation expertise to address bugs swiftly with limited resources, ensuring timely and successful game delivery.
Workflow Optimization
Ash VS Evil Dead
(Nintendo Switch, PS4/PS5,
Windows, Xbox One/X|S)
Scripted and implemented a variety of gameplay objects and systems (tunable dynamic lighting, hazards and other interactive objects) that affect player and enemy characters in varying ways in the early phases of development.

RWBY: Arrowfell
(Nintendo Switch, PS4/PS5, Windows,
Xbox One/X|S, Android/iOS)
Established level design, scene composition and data/game object management processes during early stages of development to streamline iteration and improve asset consistency.
Implemented game world level layouts, item/enemy placement and mission objectives in game engine editor, and had the autonomy to apply creative and efficient solutions to problems exposed during implementation.

Established rules and implementation systems to organize scene/level assets so that art and design could work in tandem.
Workflow Optimization
Established rules and implementation systems to organize scene/level assets so that art and design could work in tandem.
Mission & Dialog Design
