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Halo 5: Guardians

  • Designed sandbox systems and engineered prototypes with a focus on controls and hero character design, including the introduction of Spartan Abilities to the franchise.

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Star wars: First Assault

  • Designed/Engineered core game systems and UI for multiplayer FPS.
  • Managed schedules and tasks for 12+ cross discipline scrum pod, including 5 engineers at external Singapore studio.
  • Oversaw design internship hiring process and acted as senior mentor.

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Star Wars:  The Force Unleashed II

  • Principle designer for first level of game and E3 demo. Garnered five media awards at E3 2010 including “Best of E3” from GamePro and “People’s Choice” from GameSpot.
  • Assisted with three other levels to improve quality and drive to schedule.
  • Assisted with creating final release schedule and selecting levels to green light for full product.
  • Won company wide Jedi Forge Award my first month on the team for outstanding contribution.

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Lucidity

  • Original Co-Creator of critically acclaimed XBLA title.
  • Chosen amongst 16 games developed internally over a one-week period.
  • Only original IP released by LucasArts on XBLA.

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Indiana Jones and the Staff of Kings

  • Supported scheduling and tasking for Systems Design and Level Design departments.

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Star Wars: The Force Unleashed

  • Supported scheduling and tasking for Systems Design and Level Design departments.
  • Led development of a level authoring toolset, dramatically improving our ability to prototype and iterate.
  • Played integral role in scheduling and tasking internal tools development as part of LucasFilm’s convergence project between LucasArts, ILM, LucasFilm Animation and LucasFilm.

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Ghostbusters: the video game

  • Assisted in tasking, milestone scheduling, building team structure and facilitating meetings.
  • Developed internal wiki used to document design, concept art and milestone progress.

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Metal Slug Anthology

  • Officially credited as Secret Weapon for my services as PR & Marketing representative.
  • On the Spot! Promotional Interview
  • EGM Promotional Interview

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Spy Hunter: Nowhere To Run

  • Engineered new level editing tools, character & vehicle weapons systems, HUD, SFX and VFX.
  • Designed three shipping levels, assisted w/ combat design, wrote in game dialogue & developed character bios.

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Æon Flux

  • Provided SFX & VFX engineering support, including design and development of a dynamic music system.