// Portfolio
Video games are my passion. I've been around the video game industry for a while, and been lucky enough to design some stuff for a few really great games - you might have even played one of them! Below is a list of games that I have helped launch, from various studios around the country.
// Shadow of the Tomb Raider (2018)
![Shadow of the Tomb Raider [2018]](images/content/portfolio/shadow_of_the_tomb_raider.png)
It was awesome working with Studio Montreal and developing combat for enemies that we had never done before in the series. I'm happy to have contributed to the design of the Mexican Village and Cenotes encounters, as well as a ton of polish on the interactive UI placements throughout parts of the game.
- Senior Designer on the Combat Team at Crystal Dynamics
- Released for Xbox One, Playstation 4, and Windows PC
- Designed several combat sequences for Mexican Village and Cenotes levels
- Implemented Combat and Traversal Tutorial systems throughout the game to interactively educate players on new mechanics
// Rise of the Tomb Raider (2016)
![Rise of the Tomb Raider [2016]](images/content/portfolio/rise_of_the_tomb_raider.png)
My first Tomb Raider game! I had a ton of fun working on this one creating one of the key moments for Gamescom designing non-violent gameplay for combat encounters, and developing the enemies and fight scenarios for the Curse of Baba Yaga DLC.
- Senior Designer on the Combat Team at Crystal Dynamics
- Released for Xbox 360, Xbox One, Playstation 4, and Windows PC
- Developed a 'pacifist' gameplay approach to combat scenarios - allowing players to bypass guards and patrols using distraction tools and stealth
- Designed combat sequences for Abandoned Mines, Silent Night, Flooded Archives, and Fight for the Atlas
- Designed combat sequences for "Baba Yaga" DLC
// Dungeon Defenders II (2014)
![Dungeon Defenders II [2014]](images/content/portfolio/dungeon_defenders_ii.png)
Having worked with many of the talented people at Trendy Entertainment on a prior project, they reached out to me to help develop additional content for the sequel to their co-op tower defense game. The image above is pre-production work on a prototype level that I designed for one of the games many story campaign battles.
- Level Designer (contract) at Trendy Entertainment
- Released on Xbox One, Playstation 4, and Windows PC
- Developed several prototype maps and game modes to expand content variety
- Contributed to documentation for best practices, development pipeline, and design workflows
// Sorcery (PS3 Move) (2011)
![Sorcery (PS3 Move) [2011]](images/content/portfolio/sorcery_ps3_move.png)
I loved solving lots of design challenges exclusive to motion-controlled gameplay; taking things like motion fatigue into account for designing combat really opened my mind. Developing the gestures and spell combo systems was my first deep dive into core game design, and I LOVED IT, and I've been inspired to make my own indie games ever since.
- Senior Designer at The Workshop Entertainment LLC
- Title developed and released exclusively for the Sony Playstation 3 Move
- Helped develop and adapt spell mechanics for motion controller (PS3 Move)
- Designed many of the puzzles, combat encounters, and boss battles throughout the game
// F.E.A.R. 2: Project Origin (2008)
![F.E.A.R. 2: Project Origin [2008]](images/content/portfolio/fear_2_project_origin.png)
Being a big fan of the original, I was thrilled to work on F.E.A.R. 2 and follow the story of Alma. I think the best thing I gained was a new appreciation for visual scripting systems and AI/NPC design -specifically for Goal Oriented Action Planners.
- Level Designer and Scripter at Monolith Productions
- Released on Xbox 360, Playstation 3, and Windows PC
- Crafted multiple combat encounters for story missions "Keegan" and "Approach"
- Responsible for scripting and gameplay tuning of turret battle sequences (weapon feel, logic, etc.)
// Call of Duty 3 (2006)
![Call of Duty 3 [2006]](images/content/portfolio/call_of_duty_3.png)
This would be the last Call of Duty title that I worked on. Three World War II games in three years can burnout even the most dedicated of developers, but I wouldn't have traded the experience for the world - I learned so much that has helped me in my career even today.
- Level Designer at Treyarch
- Released on Xbox, Xbox 360, Playstation 2, Playstation 3, and Nintendo GameCube
- Designer and environment artist on "Mayenne Bridge," and environment art support on several multiplayer maps
- Lighting design for both single-player and multiplayer levels (learned a lot about better composition too)
// Call of Duty 2: Big Red One (2005)
![Call of Duty 2: Big Red One [2005]](images/content/portfolio/call_of_duty_2_big_red_one.png)
This was my first introduction to designing games on console (learning about important stuff like streaming) and my first exposure to scripting and programming with code - in NOTEPAD no less. Still, by some herculean feat, we put this game together and shipped it in ten months!
- Level Designer at Treyarch
- Released for Xbox, Playstation 2, and Nintendo GameCube
- Responsible for design and environment art for "Kasserine" and "MP_Kasserine"
- Additional gameplay scripting for "Troina" (my first time learning to write code!)
// Call of Duty: United Offensive (2004)
![Call of Duty: United Offensive [2004]](images/content/portfolio/call_of_duty_united_offensive.png)
The first game I ever helped ship! Gray Matter Studios was such an awesome place to learn. Can you believe they got in touch with me because they saw some of the amateur quake maps I released online? I think it just goes to show you where following your passions can take you.
- Junior Level Designer at Gray Matter Studios
- Released on Windows PC (My first shipped title!)
- Responsible for design and environment art of Russian Campaign levels including "Kursk", "Kharkov1", "Kharkov2", and "MP_Kharkov"