Professional Work

 
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Diablo 4 (2021-present)

Action RPG developed by Blizzard Entertainment.

Open world designer with a focus on team based encounters

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Tony Hawk 1+2 (2020-2020)

Helped ship the project towards the end when we needed to optimize the game to 60 fps; focused on working together with artists and engineers to get the best optimization on lighting/shadow costs from UE4.

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Destiny 2: Spire of Stars & Curse of Osiris Raids (2017-2018)

First person shooter video game created in collaboration by Bungie and Vicarious Visions.

Raid designer working holistically on grey boxing, scripting, level layout, combat design, and prototyping. Created the raids 'Spire of Stars' & Curse of Osiris to critical acclaim!

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Crash Bandicoot: N. Sane Trilogy (2016-2016)

Platformer video game developed by Vicarious Visions.

Re-created several levels, AI, and hazards from Crash Bandicoot 1, 2, and Warped to retain faithfully in the new engine for the N. Sane Trilogy.

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Skylanders: SuperChargers (2013-2015)

Action adventure video game developed by Vicarious Visions.

Primarily worked on the level Gadfly Glades, helped polish up several other levels, and developed game mechanics used within various levels.

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Skylanders: SWAP Force (2012-2013)

Action adventure video game developed by Vicarious Visions.

Created the level, Kaos' Fortress, from start to finish, prototyped the Skylander Swap Force sections, and prototyped the lockpicking minigame.

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Personal Work

 
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Out of Ammo (2011)

Out of Ammo is a single player mission set in the Gears of War universe built in UE3.

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Fury of the Ancients (2011)

Fury of the Ancients is a team project built in UDK

I worked as level designer on one of two levels with responsibilities on level design, scripting, and lighting.

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Drive! (2011)

A gamejam project where I wanted to learn about quick time events. Built in UDK

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