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Founder, UX Design and Gamification Strategist
El Segundo, CA
Aug 2014 - Present (10 years 3 months)
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Senior UI, Systems Designer
Big Red Button Entertainment, Inc.
Apr 2013 - Jul 2014 (1 year 3 months)
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User Experience (UX) Design Lead, Lead Multiplayer Designer
Spark Unlimited
Aug 2010 - Mar 2013 (2 years 7 months)
Provided strategic design leadership for UX/UI, multiplayer gameplay, levels, mechanics, and systems for LOST PLANET 3 (LP3), published by Capcom. UX work included generating UI wireframes, mockups, and flowcharts using Visio. Helped manage development schedules for cross-disciplinary UI group, multiplayer level design team, conducted usability testing. Also built/refined level geometry and gameplay scripting for both the main game and post-release DLC.
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Development Manager, Senior Designer
Pandemic Studios
Jul 2006 - Nov 2009 (3 years 4 months)
On the MERCENARIES franchise, I worked first as a Sr. Designer, then transitioned to a production-focused role as a Development Manager for pre-production on MERCENARIES 3. Received management training, Agile/Scrum certification, and exposure to Lean development principles while overseeing multiple interdisciplinary task forces. As a Sr. Designer, I designed and implemented rough level geometry and LUA-based gameplay scripting for a variety of missions and game types in the open world/sandbox genre. Also worked on LEGENDS, a cancelled 3rd person shooter-RPG hybrid,
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UI, Game Designer
Electronic Arts Los Angeles
May 2002 - Jun 2006 (4 years 1 month)
Worked on the Medal of Honor FPS (MOH) and Lord of the Rings RTS (LOTR) franchises, serving as Multiplayer Design Lead on MOH: Pacific Assault and SP Player Design Lead on MOH: Breakthrough. Implemented high-level UI designs for MOH Pacific Assault and LOTR: Battle for Middle Earth 2, designed, scripted, and built level geometry for single and multiplayer missions for various MOH games (Airborne, Pacific Assault, Breakthrough, Spearhead) and also LOTR RTS.
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Level Builder
Irrational Games
Oct 1999 - Dec 2001 (2 years 2 months)
Designed, built, lit, and textured numerous levels for 2 projects, The Lost (3rd person survival horror RPG using Lithtech and Unreal) and Deep Cover (1st person espionage game, co-developed w. Looking Glass Studios using the proprietary "Dark" engine)