From 2006-2010 I worked at LucasArts as a Level Designer and Narrative Game Designer, contributing to Star Wars The Force Unleashed series and Indiana Jones The Staff Of Kings.

As a Lucas level designer I owned the creative vision for over a dozen levels, crafted interesting gameplay maps, helped design memorable boss fights and arenas, scripted game events, designed player tutorials integrated into the environments, and contributed to thrilling gameplay experiences.

Additionally, I contributed to the games’ creative writing, overall game narrative, and legendary IP cannon. I wrote scenes and characters dialog for the narrative in my levels, character background stories, and game item profiles, and more. I’m proud to say that some of the writing contributions earned me a creative writing co-nomination from the Writers Guild Of America. (nomination was shared across the writing team)

My time at LucasArts was truly amazing, the company culture was unparalleled, the development team was world-class, the projects were challenging yet endlessly rewarding, my design knowledge, skills and intuition grew by leaps, and I met some phenomenal people, some of whom are my best friends today.

Thank you LucasArts…

you are deeply missed.

Lucasarts Experience Summary

  • Total Games - 5

  • Levels Designed - 11

  • Boss Fights - 4

  • Scenes Written - 3

  • Tutorials - 2

Level Designer

Experiential Designer /Level Pod-lead

Crafted levels, maps, level flow, gameplay events, environmental puzzles, tutorial events, epic-action sequences, hero moments, and enemy encounters.

Creative Writer

Training / Classes / Lectures (via LucasArts extended learning classes) - Getting Things Done, LUA language basics, Creative Script Writing, Movie Analysis, Character Figure Sculpture, Improvisation.

Narrative Design and Creative Writing - contributions to game story events, character development, and Lucasfilm canon

Shared a Writing Nomination from The Writers Guild of America, West; for my contributions to

  • Star Wars: The Force Unleashed 2

  • Outstanding Video-game Script of 2010

  • (original script by Haden Blackman)

(Signed by the TFU Dev Team)

Game Design Mentor

I had the honor and privilege of being a Game Design Mentor for the LucasArts STRAT Program staring “International Interns” from Lucasfilm-Singapore.

All interns advanced into success in successful game careers.

The Games

Level Designer

Waterfall Ascent

  • the first level of the game.

  • I designed the entire environment, skilled traversal (whip) moments,

  • also in this space I designed all the player tutorial events and companion traversal events.

  • co-wrote character narrative moments and scene written dialog.

Pillager Camp

  • Just after the waterfall, Indy and his companion come across a pillager camp,

  • I designed this entire space complete with interactive hot-set, environmental hazards, skilled (whip) traversal, scripted enemy encounters, and placed hot set objects.

The Odin

  • (updated description coming soon)

The Riverboat Chase

  • (updated description coming soon)

tHE iNDY tEAm

Indiana Jones SOK was the title which I was originally hired to work on.

For its time, the game was incredibly ambitious and loaded with technical innovations.

Sadly, due to soft leadership vision and scheduling issues; the game stayed in pre-production for many years… Eventually Lucasfilm pulled the plug and Indy was cancelled before it really had a chance to shine. The team was devastated.

But regardless, the experience I gained working on for Staff of Kings, changed my life forever.

Thank you, Dr. Jones!

Level Designer

  • Raxus Prime 1 - Level designed and scripted all enemy encounters for the first 30-minutes of this level, from the beginning to the big pit boss battle.

  • Raxus Prime 2 - Level designed and scripted all enemy encounters for the first 30-minutes of this level (returning to Raxus) including two boss encounter areas, and…

  • Imperial Star Destroyer boss battle - (updated description coming soon) *see below

  • Proxy Battle - (updated description coming soon)

  • Junk Titan Battle - (updated description coming soon)

ISD BATTLE

Remember this moment?

A Unleashed Force battle versus an Intergalactic Star Destroyer?

It was one of the most popular and pieces of Star Wars concept art of its time.

I had the honor of being the Principal Game Designer behind this epic moment.

Level Designer / Narrative Designer

Kamino 1

  • Prison Escape: Level designed and scripted all enemy encounters for the first 30-minutes of this level (from first scene to the large assembly grounds arena) Including writing contributions for the opening scene, and tutorials for all Force powers while maintaining a high-intensity combat and cinematic experience.

Kamino 2

  • Spire Ascent (to final boss-Vader) Level designed a massive skilled traversal puzzle and scripted all enemy encounters for the first 30-minutes of this level (from entering the clone-tank rooms to the top of the spire)

Special:

  • Vader Opening Sequence

  • Starship Crash Sequence

Writers Guild Of America, West

In 2010, I had the honor and privilege to be a contributing writer for Star Wars: The Force Unleashed 2 story, scenes, events, and characters.

Later that year shared a writing nomination with my team mates, for video game script of the year.

Writers Guild of America, West

Nomination for Video Game Achievement

Star Wars: the Force Unleashed II

Outstanding Script of 2010

(original script by Haden Blackman)

Level Designer

Furthering my SW:TFU contributions, I was honored to work on Jabba’s Palace level and designed the boss battle for Jabba’s Rancor Pit, and dungeon escape

  • Jabba's Palace / Dungeon Escape level, leading up to the Boba Fett boss battle. I designed and built all environments for these areas, including interactive environments, prison traps, crushable cell doors, Wookiee escape moments, and all enemy guard/combat for this level.

  • Rancor Pit Boss - (updated description coming soon)

Jump to time index 4:25

Co-Creator / Designer

Lucidity was an award-winning “Dream-Week Contest” endeavor

Built several levels for this playable prototype

Later our prototype became a fully developed game released on XBLA.