About
I am a creative developer and principal game designer with over twenty-five years of experience across games and entertainment. My career has been built on original concept development, narrative-driven design, and the adaptation of major entertainment franchises into interactive formats, working directly with licensors, publishers, and development teams to shape projects that balance creative integrity with commercial reality.
I take licensed IP seriously. When I am working with a beloved franchise, my commitment is to the source material, the creators who built it, and the audiences who care deeply about it. That responsibility has defined how I approach every project I have touched: Star Wars, Indiana Jones, The Sopranos, Game of Thrones, RoboCop, Pacific Rim, John Wick, and many more.
I was honored to receive a shared nomination from the Writers Guild of America for Outstanding Achievement in Writing on Star Wars: The Force Unleashed II, co-created Lucidity at LucasArts (the only Dream Week prototype selected for full commercial release) and designed the Imperial Star Destroyer boss battle that became the game's iconic cover art.
In addition to my professional work, I am consistently developing independent creative projects - visual arts, creative writing, a graphic novel (Kal-El 10,000), and an independent game concept (VORTEX), a space-rail-shooter built hands-on in Unreal Engine 5.7 and supported by Claude Code.
Being creative is a practice for me, rather than a pipeline. Twenty-five years in, I still love what I do. Passion, creation, expression, and discovery are at the heart of everything I make.
I remain open to senior creative roles in game development, licensed IP adaptation, and narrative direction. If you are working on something that could use a creative leader with this kind of range and depth, I would welcome the conversation.
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