MOre Games

Summary

Here are several more AAA-Console Games which I had the privilege to work on.

These projects and studio tenures are spanning years 2002 - 2020, and intercut throughout my complete career.

Roles include:

  • Game Writer

  • Sr. Game Designer

  • Sr. Level Designer

  • Content Designer

  • Producer

  • Consultant

Contents

Ascendant Studios:

  • Immortals Of Aveum

Crystal Dynamics

  • Tomb Raider

7 Studios

  • The Sopranos - Road To Respect

THQ

  • The Punisher

Legacy Interactive

  • ER

Senior Level Designer

  • Unreal Engine 4.26

  • Crafted Levels/Arenas and Environmental Puzzles; block-out with BSP, custom meshes, and tile-kits. Scripted first-pass combat experiences. Contributed to general design discussions, ramping and pacing, design tools, and best-practices

  • Single-player/narrative level design and descriptive level write-up for “Library” (Recursive play-space featuring a central hub, three wings to explore, and large-scale environmental puzzle elements)

  • Multiplayer Arena Maps and play-spaces for a Training level. (Arenas/environments include: river-rapids with enemy stronghold and bridge-crossing; wooded area with ruins, plains area with enemy-fort-ruins and sniper tower, open-streets promenade, two-story cistern-ruins, and castle-ruins)

Sr. Level Designer

(Hub team)

  • Whatever it is, Hub level design (common play-space updated as the story progressed) and contributed to level design on the Waterfall descent and Scavenger Camp levels

  • Helped established working processes, development standards, conventions, metrics for gameplay in collaboration with the team

  • (Waterfall descent) Crafted unique geometry, level flow, skilled traversal, and plane-crash action sequence

  • (Scavenger camp) Built environment, arena area to showcase combat, cover areas, environment puzzles, and skilled traversal areas the way you tell your story online can make all the difference.

Level Designer

  • Satriales

  • The Gym

  • Night Club

  • The Wilderness

Scripted level events and interactions, enemy encounters, puzzles, and unique gameplay events.

Writer

  • Creative writing collaboration with HBO staff writers

  • Contributed to the game story, scenes, and VO script

  • Owned the design for side quests missions, dialog branch system, and documentation

  • Designed the conversation branching dialog system.

Producer

  • Design liaison, managing all tasks, and tracking deliverables for the design team

  • Hosted daily design team scrum meetings; hosted creative narrative jams, game discussions, review meetings

  • Worked closely with the project leads to help ensure game levels and features were entertaining and balanced

  • Solicited feedback from team members; collated official feedback with design solutions for improvement to the design process, scope, and content

Assistant Producer / Content Designer / Consultant

  • Handled the IP Adaptation

  • Worked closely with Volition Studios designers (developer)

  • Helped design "Slaughter mode" and environmental kills

Production Assistant / QA Manager