
Extensive industry experience in game design, product ownership, and strike team management. Professional emphasis of practical applications include:
- World Builder and Content Design: Level planning, grayboxing, user flow iteration, story creation, quest scripting, content quest and player engagement planning/implementation.
- System Design: inventory management, statistic driven balancing for items, crafting materials, and economy values.
- Writing: Quest dialog, story lore, world map points of interest descriptions, and inventory item flavor text.
- Cut Scenes and Interactive Environment: Extensive experience in narrative framing using dialog camera angles, splines, cinematic scripting, and environmental staging.
- Strike Team Management: Collaboration, task tracking, iteration, and cross discipline communication for developing and supporting a live product (Evergreen).
Titles include: Sims for PS2, Area 51, Area 51: Blacksite, Midway Arcade Treasures: Extended Play, Wizard101, Crowfall, Star Stable Online, and EverMerge.
Blog Posts
- Dishonored: Over a Decade LaterThis is a jumble of notes from a recent play-through I did of Dishonored. It isn’t a true deconstruct but does take note of certain opinions that I will note are my own. One of my favorite types of games … Continue reading “Dishonored: Over a Decade Later”
- Unreal Engine 5’s Gameplay Ability System: An IntroI’ve been spending the last few weeks working with a system based on UE5’s Gameplay Ability System. In order to learn the general basics of the system I learned quickly that the best resource at the moment for a working … Continue reading “Unreal Engine 5’s Gameplay Ability System: An Intro”
- Unreal 5.1 And Blueprints: The Basics, Part IIIThis section is about Arrays, and more specification on other useful nodes. Arrays Simply put, arrays are a collection of elements. In the above example, the array here is a variable of strings which are defined in the Array elements … Continue reading “Unreal 5.1 And Blueprints: The Basics, Part III”


