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Game Designer III
Palm Bay, FL
Feb 2022 - Sep 2023 (1 year 7 months)
[Unannounced Title(s)]
Following my tenure at Protagonist Games, I transitioned to HiDef, Inc., seamlessly continuing my role and responsibilities on ongoing projects. At HiDef, Inc., I resumed my duties with unwavering commitment, maintaining involvement in the same projects and tasks previously undertaken at Protagonist Games.
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Game Designer III
Palm Bay, FL
Nov 2019 - Feb 2022 (2 years 3 months)
[Unannounced Title(s)]
I served as a member of a prototype team entrusted with the exploration of diverse game designs, encompassing genres such as dance, collectible card games (CCG), turn-based tactics (TBT), and rhythm games. Throughout this role, I engaged in collaborative efforts across multiple disciplines to prototype pioneering concepts and systems tailored for prominent platforms utilizing the Unity engine. Additionally, I assumed responsibility for designing and documenting the Game Design Document (GDD), encompassing essential elements such as features, monetization strategies, player progression, and user retention techniques.
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Game Designer II
San Diego, CA
Nov 2018 - Apr 2019 (5 months)
[Z1 Battle Royale]
As a result of the triumph of H1Z1 and its Battle Royale iteration, I assumed the role of a proficient data expert, possessing comprehensive understanding across all key systems within the Battle Royale game, alongside expertise in level design. In response to fan demand, I conducted meticulous reverse-engineering efforts, meticulously restoring textures, models, lighting, and layouts of the primary map to a prior update. Moreover, I orchestrated the implementation of new holiday events, weekend arcade events, and diverse Battle Royale experiences, enriching the gameplay ecosystem.
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Game Designer II
San Diego, CA
Feb 2014 - Oct 2018 (4 years 8 months)
[H1Z1 - Just Survivice - King of the Kill - Auto Royale]
When I joined the team, there were 3 designers: a combat designer, vehicle designer and an associate that focused on game research. I was brought on because of my knowledge in level design, but there were other roles to be filled and systems that needed to be designed. I took it upon my self to drive and ensure progress on all elements of the game, communicating between Art, Code and Design. I helped coordinate and guide art in level design and map creation. I worked on the itemization and item spawning throughout the world. I've worked on systems for body simulation, restraints and others. Now I am taking charge of zombie AI using the engines behavior system.
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Game Designer II
San Diego, CA
Mar 2007 - Oct 2013 (6 years 7 months)
Product Owner - Lead Environment Designer - Level Designer - Systems Designer - Content Designer
[Planetside 2]
[Everquest 2: Sentinel's Fate]
[Vanguard: Saga of Heroes]
As a seasoned overseer in the realm of game production, I've spearheaded the creation and enhancement of immersive world environments, meticulously managing facets such as level design, systems architecture, and artistic elements. Guiding a team of designers with fervor, I've instilled a commitment to crafting high-quality and enjoyable level designs, fostering seamless communication and collaboration across production, design, art, and code teams. Task organization and prioritization are my forte, ensuring that deadlines are met and goals achieved with precision. Through extensive research and standardization efforts, I've tailored level design methodologies to suit expansive environments, crafting concepts for continents and worlds steeped in rich lore, thematic depth, and intricate visual detail. My expertise extends to systems design, where I've devised specifications for mechanics like facility capture, objectives, and territory control, while also overseeing enhancements to design tools and terrain editors to bolster productivity. From refining bases and wilderness areas for dynamic combat scenarios to implementing captivating solo content as part of the overarching narrative journey, my contributions span quest writing, NPC creation and placement, itemization, boss events, and the creation of faction-specific mounts. Leveraging in-house proprietary tools for level design and particle creation, I've orchestrated compelling storylines and side quests, leaving an indelible mark on the immersive gaming experiences I've helped shape.
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Associate Game Designer
Sigil Games Online
San Diego, CA
Dec 2006 - Mar 2007 (3 months)
Content Designer
[Vanguard: Saga of Heroes]
* Implementation of group dungeon content
* Storyline and side quest writing and creation
* NPC creation/placement Itemization Boss Events