 |
 |
Cancelled October 2017
Visceral Games/ Electronic Arts
Windows PC, PS4, Xbox One
Alas, 'twas all for naught.
|

 |
 |
 |
- Engaged in the production of an untitled 3rd person action-adventure game set in a classic Star Wars location
- Designed and implemented single-player missions highly focused on delivering an authentic Star Wars story, blending crafted cinematic presentation with shooting, climbing, and stealth gameplay
- Regularly reviewed material with Lucas Arts core creative team to ensure consistency within the Star Wars canon
- Participated in the conception and development of mission designs, 'boss fights' and specialty gameplay moments, player mechanics and enemies, writing design documents, 2D paper mapping, 3D environment modeling, event and AI scripting, play-testing, basic lighting, and killing of the bugs
|
|
|
|
 |
 |
3/17/2015
Visceral Games/ Electronic Arts
Windows PC, PS4, Xbox One, PS3, Xbox360
Metacritic - 73 Gamerankings - 75%
|
 Multiplayer Gameplay |
 |
 |
- Designed and implemented five multiplayer maps for Battlefield: Hardline and Battlefield: Hardline Premium DLC using Frostbite 3 (The Block, Hollywood Heights, Black Friday, Train Dodge, Alcatraz)
- Pitting high end criminal gangs against elite police forces, the highly destructible maps feature infantry and vehicle combat between ten to sixty-four players, bringing Battlefield’s signature gameplay to the war on crime in America
- Participated in all aspects of game design including the conception and development of player mechanics and game modes, writing design documents, 2D paper mapping, 3D environment modeling, event and game mode scripting, bi-weekly play-testing, asset wrangling, basic lighting, and killing of the bugs
- Wrote and scripted multiplayer training sequences for gadgets, game modes, and objectives
|
 Screenshot
 Screenshot
 Screenshot
|
 Screenshot
- Map Goals: 24-32 players, infantry only, smallest, most destructible map in the game, “Nuketown in the hood”
- Designed the layout and rough-modeled the environment using Maya, Frostbite Terrain and existing assets
- Designed and implemented all game mode setups including placement and scripting of objectives, spawnpoints, levolution events, battle-pickups, and game mode progression
- Collaborated with in-house and outsource artists, providing design direction for destructible objects and player metrics
- Led bi-weekly testing of the map with the team to gather feedback and refine imbalances
|
 Screenshot
 Screenshot
 Screenshot
|
 Screenshot
- Map Goals: 32-64 players, infantry/light vehicle, heavy micro destruction, luxury mansion heist in the Hollywood Hills.
- Inherited this map in progress from another designer. Responsible for design work on most of the exterior spaces including pathing, terrain sculpting, and refining choke points to focus the combat.
- Refined and/or redesigned the implementation of all game modes in the map including placement and scripting of objectives, spawnpoints, levolution events, battle-pickups, vehicles, and game mode progression
- Collaborated with in-house and outsource artists, providing design direction for destructible objects and player metrics
- Led the bi-weekly testing of the map with the team to gather feedback and refine imbalances
|
 Screenshot
 Screenshot
 Screenshot
|
 Screenshot
- Map Goals: 32-64 players, infantry only, “Operation Locker in the mall”
- Responsible for driving the preproduction cycle of the map including concept, 2D mapping, in-game prototyping, pitching the map and developing it with the team
- Designed and rough-modeled the environment using block geo and existing assets
- Designed and implemented all game mode setups including placement and scripting of objectives, spawnpoints, levolution events, battle-pickups, and game mode progression
- Collaborated with in-house and outsource artists, providing design direction for destructible objects and player metrics
- Led the bi-weekly testing of the map with the team to gather feedback and refine imbalances
|

Screenshot
Trailer
 Screenshot
 Screenshot
 Screenshot
|

Screenshot
Gameplay
- Map Goals: 32-64 players, land and air vehicles, feature a “Train of Death” to provide opportunities for close calls, blockbuster getaways, and glorious death
- Responsible for driving the preproduction cycle of the map including concept, 2D mapping, in-game prototyping, pitching the map and developing it with the team
- Designed and rough-modeled the environment using existing assets, and Frostbite Terrain
- Prototyped and scripted the Train of Death, driving development through all departments
- Designed and implemented all game mode setups including placement and scripting of objectives, spawnpoints, levolution events, battle-pickups, and game mode progression
- Collaborated with in-house and outsource artists, providing design direction for destructible objects and player metrics
- Led the bi-weekly testing of the map with the team to gather feedback and refine imbalances
|
 ScreenshotVideo
 Screenshot
 Screenshot
 Screenshot
 Screenshot
|

Screenshot
Article
- 32-64 players, infantry only, battle for Alcatraz Island
- Researched the location in person, gathering photo and video reference
- Co-designed the environment with a Sr. Artist to balance accuracy with gameplay needs
- Designed and implemented all game mode setups including placement and scripting of objectives, spawnpoints, levolution events, battle-pickups, and game mode progression
- Collaborated with in-house and outsource artists, providing design direction for destructible objects and player metrics
- Led the bi-weekly testing of the map with the team to gather feedback and refine imbalances
|
|
 |
|
 |
 |
8/27/2013
Spark Unlimited/Capcom
PS3, Xbox360, Windows PC
Metacritic - 61 Gamerankings - 65%
|
 |
 |
 |
- Designed and implemented multiplayer maps, game modes, and player mechanics for Lost Planet 3 using Unreal Engine 3
- Maps feature a Gears of War style cover system, grappling
hook traversal, battle mechs and three-way conflicts between player
teams and the hostile AI creatures native to the planet
|
 Screenshot
 Screenshot
|
- Responsible for driving the preproduction cycle of the map
including concept, 2D mapping, in-game prototyping, pitching the map
and developing it with the team
- Designed and rough-modeled the environment in 3D using Unreal Engine 3.0
- Designed and scripted the Akrid encounters with Kismet
- Additional implementation duties included maintaining the
AI navigation mesh, placement of cover nodes, power ups, switches,
ambient events and regularly playtesting the map
|

Screenshot

Screenshot
|
- Responsible for driving the preproduction cycle of the map
including concept, 2D mapping, in-game prototyping, pitching the map
and developing it with the team
- Designed and rough-modeled the environment in 3D using Unreal Engine 3.0
- Designed and scripted the Akrid encounters with Kismet
- Additional implementation duties included maintaining the
AI navigation mesh, placement of cover nodes, power ups, switches,
ambient events and regularly playtesting the map
|
|
 |
|
 |
 |
9/6/2011
Insomniac Games/SCEA
PS3
Metacritic - 83
Gamerankings - 84.29%
|
 |
 |
 |
- Designed and co-implemented five chapters and a “boss” creature for Resistance 3’s Single Player/Cooperative campaign
- Participated in all aspects of game design including the
conception, development, and tuning of weapons, enemies and player
mechanics, writing design documents, 2D paper mapping, 3D environment
modeling, encounter scripting, asset wrangling, basic lighting, and
killing of the bugs
- Provided support, direction, and scheduling for
associate designers, wrote best practice documents and assisted in the
design of new development tools
|

Playthrough Video
|
- Responsible for driving the preproduction cycle of the map
including concept, 2D mapping, in-game prototyping, pitching the map
and developing it with the team
- Designed and rough-modeled the environment using Maya
- Designed the encounters and scripted the Trainyard/Coaltower segment using Lua
- Collaborated with an associate designer for additional encounter scripting
- Additional implementation duties included maintaining
the AI navigation mesh, placement of cover volumes, power ups, ambient
events etc.
|
 Playthrough Video |
- Responsible for driving the preproduction cycle of the "boss"
creature and the map including concept, 2D mapping, in-game
prototyping, pitching the map and developing it with the team
- Designed and rough-modeled the environment using Maya
- Designed and scripted the encounters, including specialty boss behaviors for the chase sequences, using Lua
- Additional implementation duties included placement of power ups, destructible objects, ambient events etc.
|

Playthrough Video
|
- Responsible for driving the preproduction cycle of the map
including concept, 2D mapping, in-game prototyping, pitching the map
and developing it with the team
- Designed and rough-modeled the environment in 3D using Maya
- Designed the encounters and collaborated with an associate designer for the encounter scripting
- Additional implementation duties included maintaining
the AI navigation mesh, placement of cover volumes, power ups, ambient
events etc.
|
|
 |
|
 |
 |
11/4/2008
Insomniac Games/SCEA
PS3
Metacritic - 87
Gamerankings - 86.91%
|
 |
“While the single-player
experience is a great tale with an epic scope, it is equaled, and
perhaps surpassed, by the multiplayer modes, which are perhaps some of
the best I've ever played, and I'm particularly picky about my
multiplayer.” IGN Review, 10/28/2008
“The cooperative multiplayer is a
resounding success, and the competitive modes are terrific in their own
right. Anyone looking for a superb shooter experience need look no
further than Resistance 2." Gamespot Review, 11/5/2008
|
 |

Gameplay Video
|
- Led the multiplayer team in the creation of Resistance 2’s
competitive multiplayer game featuring massive sixty-player infantry
battles
- Designed objective based game modes, weapons, power-ups,
spawn systems, short and long-term reward structures, and UI to promote
team coordination and cultivate relationships between friends and rivals
|
- Provided direction and scheduling for associate designers,
wrote best practice documents and assisted in the design of new
development tools
- Participated in all aspects of game design including
concept, prototype development, tuning of weapons, enemies, and player
mechanics, writing design documents, 2D paper mapping, 3D environment
modeling, entity placement, encounter scripting, asset wrangling, basic
lighting, and killing of the bugs
- Organized weekly play tests and feedback sessions with the team
- Championed Resistance 2’s competitive multiplayer mode to the National and European gaming press with live demos and interviews
- Speaker at GDC 2009 - “Pushing the Limits: The
Technical, Design, and Social Ramifications from Increasing Player
Counts in Online Multiplayer Games.”
|

Screenshot

Screenshot
|
- Designed the 60 player Holar Tower map for use in multiple game modes including Skirmish, TDM, CTF and R2's co-op mode
- Created a 2D map and then rough-modeled the entire map using Maya
- Scripted and implemented all competitive game modes for the map
|
 Screenshot |
- Converted an existing map from Resistance 1 into a new 60
player map for multiple game modes including Skirmish, TDM, CTF and
Resistance 2's co-op mode
- Modified existing geometry to accomodate larger player numbers and to better fit Resistance 2's gameplay
- Scripted and implemented all competitive game modes for the map
|
|
 |
 |
G4 First Look – Resistance 2 - Interview I did with Morgan Webb promoting Resistance 2's Multipayer game
Multiplayer Montage - Gameplay montage of Resistance 2's Competitive and Cooperative multiplayer modes
Skirmish Overview - Interview where I describe Skirmish, the game mode we created for our massive, SIXTY player battles
UGO Entertainment - An interview I did with UGO talking about Resistance 2's multiplayer modes.
GDC 2009 Recap
- This article recaps a speech I gave at GDC 2009 describing some of
what we learned creating Resistance 2's sixty player multiplayer game.
|
 |
|
 |
 |
Cancelled in 2010
Offset Software/Intel
Xbox360, Windows PC
Unreleased
|
 |
 |
 |

Hype Video
Screenshot
Screenshot
|
- Major creative and design contributor to Project Offset
including high level story concepts, core gameplay mechanics, character
classes, vehicles, and enemies
- Designed a unique hybrid combat system, combining fast
paced FPS action with third person hand-to-hand combat, to create a
seamless medieval battle experience
- Designed and led the creation of a proof-of-concept demo featuring single player and multiplayer modes
- Pitched the game prototype to major game publishers and movie studios
- Supported level designers with creative direction, problem solving, and scheduling
- Collaborated daily with all departments to communicate
design vision, facilitate decision making, define responsibilities,
prioritize deliverables, and form predictable and efficient pipelines
- Additional responsibilities include writing and
maintaining the GDD, creating and tuning weapons, enemies, spells,
player abilities, power-ups, combat animation trees, and creating
prototype maps for SP and MP
|
|
 |
|
 |
 |
11/8/2005
Neversoft/Activision
Xbox360, Xbox, PS2, Gamecube, Windows PC
Metacritic - 77
Gamerankings - 79.15%
|
 |
 |
 |

Playthrough Video |
- Designed and scripted all events and combat encounters for the mission
- Wrote 80% of the in-game dialogue (excluding cinematics)
- Was the design "owner" of Empire City; managing and implementing the shared entities in this zone.
|

Playthrough Video |
- Designed and scripted all events and combat encounters for the mission
- Designed and rough-modeled the interior of Hoodoo's Place using 3DS Max
- Scripted the special "mini-boss" behavior of Hoodoo Brown
to shoot down chandeliers during the fight and to react when the player
does the same
- Wrote 80% of the in-game dialogue (excluding cinematics)
- Was the design "owner" of Empire City; managing and implementing the shared entities in this zone.
|
|
|
 |
 |
11/04/2004
EA Los Angeles / Electronic Arts
PC
Metacritic - 80
Gamerankings - 79.72%
|
 |
 |
 |

Screenshot
|
- Encounter scripting with friendly AI characters using MOHScript
- Scripted and implemented the plane attacks during the defense of the USS West Virginia.
|

Screenshot
|
- Terrain modelling and spatial design using in-editor terrain tool and prefabricated models
- Encounter design and scripting using MOHScript
- Additional implementation work included placing entites,
cover points, navigation points, and painting shadow/foliage concealment
maps
|

Screenshot |
- Terrain modelling and spatial design using in-editor terrain tool and prefabricated models
- Encounter design and scripting using MOHScript
- Additional implementation work included placing entites,
cover points, navigation points, and painting shadow/foliage concealment
maps
|

Screenshot |
- Terrain modelling and spatial design using in-editor terrain tool and prefabricated models
- Encounter design and scripting using MOHScript
- Additional implementation work included placing entites,
cover points, navigation points, and painting shadow/foliage concealment
maps
|

Screenshot |
- Terrain modelling and spatial design using in-editor terrain tool and prefabricated models
- Encounter design and scripting using MOHScript
- Additional implementation work included placing entites,
cover points, navigation points, and painting shadow/foliage concealment
maps
|
|
 |
|
 |
 |
11/11/2003
EALA/Electronic Arts
PS2, Xbox, GameCube
Metacritic - 68
Gamerankings - 69.59%
|
 |
 |
 |

Gameplay Video

Screenshot

Screenshot
|
- Solely responsible for all level design work for the mission
- Created 2D paper maps and wrote all level design documentation
- Rough-modeled the entire map in 3D using 3DS Max
- Encounter design and combat scripting
- Wrote 90% of the in-game dialogue
- Additional implementation work included placing entites, cover points, and navigation points
|
|
|
 |
 |
11/11/2002
EALA/Electronic Arts
Windows PC
Metacritic - 74
Game Rankings - 75.11%
|
 |
 |
 |

Screenshot

Screenshot
|
- Quality Assurance testing of all Single Player and Multiplayer maps and modes
- Detail lighting and prop placement for multiplayer maps using Radiant
- Manual Visibility Culling for all MP maps (This
brute-force visibility solution used a grid of trigger volumes to hide
all geometry not visible from the occupied volume. Bleh!)
- BSP modeling and cleanup in the Bazaar MP map
|

Screenshot
|
- This unreleased map was created by myself and Darren Seghesio
while testing at EALA in the old Dreamworks office in Brentwood, CA.
Louis Sempe scripted the elevator and the objectives.
- The map featured the entire EALA/Dreamworks office with
some minor tweaks for gameplay and saw the Developers vs. the Testers
compete in a Tug of War game mode. The Developers must shut down the
Street Fighter machine, start the build, and defend it until the build
has cooked. The Test team had to defend the Street Figther machine and
ultimately prevent the build from cooking to win the round.
- Creating this map was a major step in advancing my career from the QA pit into the design department.
|
|
 |
|
 |
 |
|
 |
 |
9/24/2002
Micro Forte/THQ
Windows PC
NA
|
 |
 |
 |
|
Duties included isolating and reporting software defects, gameplay imbalances, and user interface issues
|
|
 |
 |
7/14/2002
Magellan Interactive/THQ
GBA
NA
|
 |
 |
 |
|
Duties included isolating and reporting software defects, gameplay imbalances, and user interface issues
|
|
 |
 |
1/1/2002
THQ/THQ
Windows PC
NA
|
 |
 |
 |
|
Duties included isolating and reporting software defects, gameplay imbalances, and user interface issues
|
|
 |
 |
8/30/2001
Steel Monkeys/THQ
Windows PC
NA
|
 |
 |
 |
|
Duties included isolating and reporting software defects, gameplay imbalances, and user interface issues
|
|
|