Objective:
Skills:
Projects:
Awards:
Education:
Tools:
To become a designer of game systems.
Expert at metrics based systems design and the creation of complex dynamic tuning systems.
Thorough knowledge and in depth understanding of game design patterns and mechanics.
Experience collaborating with both large and small teams to create and refine gameplay mechanics.
Strong written and verbal communication skills.
Ability to create design documentation in clear, concise and timely manner.
Familiar with the agile/scrum method and working in a team environment.
Strong work ethic and ability to meet aggressive milestones.
Efficient in non-digital and digital prototype design.
Ability to solve problems both thematically and mechanically.
Formal education in game criticism, theory, and analysis.
GDX / Entelechy 2010: Best Non Digital Game for Influence
GDX / Entelechy 2009: Best Non Digital Game for Intensity
Master of Fine Arts in Interactive Design and Game Development from the Savannah College of Art and Design, Expected thesis completion in 2014
Bachelor of Fine Arts in Interactive Design and Game Development from the Savannah College of Art and Design, Class of 2010
Microsoft Office
Photoshop
Illustrator
Flash Action Script
Multimedia Fusion 2
C++
Autodesk Maya
UDK
Unity
Zbrush
Game Salad
Construct
Farmville 2
Best in class online social game that allows players to become immersed in a vibrant countryside farm. My primary role on the team was a systems designer though I did contribute to content and narrative design as well.
- Systems designer on the My Family Farm feature which added support for spouses, children and a job training system.
- Systems designer on the Animals in County Fair feature which added support for animals and an overall tuning update to Farmville 2’s casual pvp system.
- Systems designer on the Freezer feature which was Farmville 2’s first time gated feature..
- Systems, content and narrative design on multiple cadence and revenue features.
Terry the Termite
1st person action-adventure game concept with real-time strategy elements
- Created full design documentation for a triple A title game concept
Guerilla QR
IOS game that rewards players for promoting their art through the creative distribution of their individually assigned QR codes.
- Created fully interactive prototype to demonstrate proof of concept
Intention
Expressive game that focuses on a player’s willingness to help others at the cost of their own convenience
- Collaborated on art, mechanics, systems, user interface and narrative
Intensity
An easy to learn hard to master block building non-digital game that was designed around the aesthetic of intensity.
- Collaborated on mechanics, balancing, concept art, graphic design and production
Influence
Non-digital strategy game that was designed to express the relationship between passive and aggressive forms of influence to conquer an opponent.
- Collaborated on mechanics, balancing, concept art, graphic design and production
Electronic Arts Internship
- Modeled and textured assets for possible in-game use
- Utilized professional workflow and practices