Mobile Games

Summary

My career working in Mobile Games.

2012 - 2016

  • Game Design Director

  • Principal Game Designer

  • Creative Writer

  • Producer

  • Sr. Game Designer

  • Expert Consultant

Contents

Fifth Journey:

  • RoboCop: Delta City

  • Run From Dusk Till Dawn

  • Hartland (a Kevin Hart game)

  • Pacific Rim: Breach Wars

  • Kubo: A Samurai Quest

FreeRange Games:

  • Spelldrifter

TinyCo.

  • Star Wars: Smuggler

Zynga Mobile:

  • Word With Friends

  • Words With Friends: Celebrity Challenge

  • Running With Friends

Zynga Web:

  • Mafia Wars 2

  • Frontierville: Pioneer Trail

Game Design Director

I worked closely with our CCO, the Hollywood IP Licensors, Key-stakeholders, and collaborated with several external Developers to ensure that all 5J endeavors properly handled the IP, and the games were Fun, Engaging and Successful.

  • Designed / Directed F2P mobile games for Asian / Chinese mobile markets (5J)

  • Co-Lead the creative design and game-vision for multiple projects; establishing creative goals, product scope, pacing, and game features

  • Collaborated cross-discipline with creative teams, art, production, and engineering dev teams, to effectively implement new game features, systems, core-loops, and craft immersive, well balanced, gameplay experiences.

  • Author for Game Deconstructions Decks - critical gameplay evaluations and breakdowns

  • Designed and pitched new and innovative game features to teams and product stakeholders

PRINCIPAL GAME DESIGNER

  • I helped drive the creative and design vision, offer critical design feedback, set creative goals, author of game design docs, new concept and creative pitches,

  • Passionate for creating fun and entertaining, interactive player experiences, and developing core gameplay features for Mid-core/Casual F2P Mobile games, and AAA-Console games.

  • Key-contributor to help define the product design goals, pillars, targets for success, and creative direction of games throughout development.

  • Intuitive understanding of players’ psychological motivations, applications of two-factor theory, entertainment through player interactions, and practical user experiences and flows.

  • Author of several game decks, pitch new concepts, critical game deconstructions, game design feature documents, specs, GDOs, one-sheets, wireframes, FTUE designs, UX flows, etc. (samples available)

  • Designed and pitched new and innovative game features to teams and product stakeholders

  • Strong communication skills, visual presentation decks, and graphic design sensibilities.

Creative Writer

  • Writer's Room Contributor

    • helping to craft the game's narrative, story beats, characters development, and core game progressions

  • Character Development

    • working closely with notable Mech Concept Artists and the Legendary Pictures creative team to develop new Jaegers for the Pacific Rim Universe canon. Design & character director for several of these new Jaegers, providing detailed character descriptions, background stories, technology details, cool names, and helping to develop these characters through multiple rounds of feedback and iteration.  (examples available)

  • Licensor / Creative Relationships

    • working closely with Hollywood Studios: 

      • Legendary Pictures, Lionsgate Entertainment, MGM, Universal Studios, Miramax, Hartbeat Productions, and the El Rey Network

Production EXPERIENCE

  • Established product scope, pacing, features, core-loops, mechanics, systems, player intention, strategies, asset creation

  • Collaborated to establish and track design-related deliverables, task lists, estimates, schedules, milestones and overall project goals as necessary

  • Contributed to design game live-events and updates with weekly/monthly cadence for live-ops releases.

  • Collaborated to define game taxonomies, analyze live data, KPIs, and player feedback to balance and optimize the live game experience.

  • Participate in project stand-ups, meetings, interviews and performance reviews

  • Collaborated to establish and track design-related deliverables, task lists, estimates, schedules, milestones

The Games

I worked with 5J for several years and helped kick-off multiple games.

My title was Game Design Director, but my Role was so much more.

RoboCop: Delta City

Developed @ Playside Studios

Licensed through MGM

Game Design Director

Principal Game Designer

  • City Builder & RPG Combat game

  • Game FTUE Deconstruction

  • Narrative Design / Writers Room Contributor (w/ MGM and original RoboCop movie writers)

  • Creative Development

  • Movie Adaptation & Brand Integration

Hartland

Developed @ Sproing

Licensed through Hartbeat Productions & Lionsgate Entertainment

Game Design Director

  • Celebrity Adventure game

  • Principal Game Designer for Stage-mode concept and systems

  • Creative Development of systems and characters.

  • Creative Writers Room Contributor

Run From Dusk Till Dawn

Developed @ Playside Studios

Licensed via Miramax Pictures & El Rey Network

Game Design Director

Principal Game Designer

  • Horror / Runner game

  • Game FTUE Deconstruction

  • Narrative Design (Season 3 integration)

  • Creative Development

  • Writers Room Contributor (w/ El Rey Network / Miramax)

  • released via Google early access

Pacific Rim: Breach Wars

Developed @ Kung Fu Factory

Licensed through Legendary Pictures

Game Design Director

  • Match-3 Combat game

  • Game FTUE Deconstruction

Creative Director

  • Collaboration with Legendary Pictures creative team to develop dozens of new Jaegers & Kaiju, and to expand the Pacific Rim universe

  • Contributed to Lore and Background Stories

Kubo: A Samurai Quest

Developed @ Playside Studios

Licensed through Laika Studios

& Universal Pictures

5J Game Design Director

Principal Game Designer

  • Game FTUE Deconstruction

  • Narrative Design

  • Match-3 Adventure and Puzzle game

  • Creative Development

  • Movie Adaptation & Brand Integration (Universal Pictures, Laika Studios)

Sr. Game Designer

Mission Designer

  • Experience Designer

  • Unity Engine 4 - Encounter implementation, creative moments, game balancing.

Star Wars: “Smuggler”

  • (working title)

  • (game not released)

  • Licensed via Lucasfilm Francisco, CA.

  • (August 2014 - April 2015)

Lead Combat Designer

Star Wars IP Consultant

  • Levels, Combat and Missions

  • Vision holder for the games combat experience

  • Spec’d all combat design features, modes, systems, game strategy, leveling and balancing, asset creation, asset management, mission level design

  • Defined and tuned all combat mechanics, metrics and behaviors

  • Narrative Design

  • Creative Development

  • Movie Adaptation & Brand Integration (Lucasfilm)

  • Defined the 3C’s Camera, character and control

  • Developed designed user end tools, and established process for content design

  • Complete narrative overview of missions and combat goals

  • Work closely with all disciplines and pods to ensure game milestones are met

ZYNGA Mobile

(October 2011 – February 2014)

Principal Game Designer

  • Designed the entire player experience for Celebrity Challenge.

  • Featuring Celebrity Teams, Leaderboard, Playing Words for Charity

  • Designed and implemented Celebrity game play-back mode, including several hundred lines of celeb chat

  • Game FTUE Deconstruction

  • Creative Development

  • Talent Wrangling

  • “With Friends” Brand Integration

  • Wireframes and UX / UI design

* I’m proud to say that the WwF Celebrity Challenge raised over a million dollars in charitable donations within its first week!

Game Designer

  • Contributor for Levels, Characters, Features, Narrative, and managed the game content

  • Worked with all disciplines to ensure milestone goals are reached

  • Helped define the running-game design mechanics

  • Hand-crafted hundreds of running levels

  • Defined game metrics and tuned game difficulty balance

  • Designed Bull characters and Story Mode

ZYNGA WEB

Game Designer

Narrative Designer

Quest Designer