WORK HISTORY
INSOMNIAC GAMES
Marvel's Spider-Man 2, Design Director, 2020 - 2023
Collaborated on game macro development
Directed Design team on development of the vertical slice
Co-Directed Design team throughout development
Directed the layout for new Brooklyn and Queens boroughs
Directed development for multiple main and side missions
Directed development for the hunter bases and symbiote nests
Directed initial development for collectibles
Directed development of the new fast travel system
Pitched and Directed development of the Spider-Bot collectibles
Pitched, prototyped, and Directed development of the new district progress system
Pitched, prototyped, and Directed development of AR beacon system
Pitched, and prototyped investigation scanner system
Collaborated on mini-game development
Collaborated on game economy balance
Collaborated on hero progression systems
Marvel's Spider-Man: Miles Morales, Lead Designer, 2019 - 2020
Support Lead for open world activities
Lead for the team building the Prowler collectible
Marvel's Spider-Man, Advanced Senior Designer, 2015 - 2018
Designed detailed city map used to build the final game
Worked closely with Houdini teams to help develop the early procedural systems
Built initial box roughs for the city
Built detailed roughs for half of the cities districts, oversaw development of the rest of the detail roughs
Worked closely with the environment teams through final development of the city
Primary design support for the hero traversal team
Designed the "point launch" hero traversal move
Defined and maintained hero traversal metrics
Designed several iterations of the hero progression system including the final system
Designed a majority of the skills, mods, and suit abilities
Designed the economy and currency systems
Balanced and maintained the game's economy
Led development of the Research Stations side content
Designed and implemented the Black Cat collectibles, including building the feature almost exclusively through script
Designed the initial "tech-box" systems used by many of the game's puzzles
Maintained, oversaw, and supported the collectible systems such as the backpacks, benchmarks, secret photos, and landmark photos
Sunset Overdrive, Designer, 2011 - 2015
Designed all night defense bases shipped with base game plus the robot factory junkyard DLC base
Responsible for the night defense missions and base defense tutorial mission
Designed a majority of the shipped night defense traps
Developed an early pre-production city diorama that was a major inspiration for the design of the final city
Designed the fishing with explosives DLC challenge
Created final animations for the flopping fish spawned by the death buoy trap (yes I'm very proud of this)
Resistance 3, Designer, 2008 - 2011
Supported design and development of the multiplayer maps
Balanced and tuned multiplayer XP curves
Sole design support for post-launch multiplayer balance patches
Resistance 2, Associate Designer, 2007 - 2008
One Half of the COOP mode design team
Converted MP competitive maps into randomized COOP missions
Helped design COOP classes
Created the COOP mission waypointing system all through Lua script
Resistance Fall of Man, Associate Designer, 2007
Finished wiring and design support for bonus multiplayer "map pack" maps
(Multiple Projects) QA Tester, 2005 - 2007
Resistance Fall of Man Multiplayer Team
Ratchet Deadlocked Multiplayer Team
EA Games
(Multiple Projects) QA Tester, 2004 - 2005
Medal of Honor: Pacific Assault
Medal of Honor: European Assault
Battle for Middle Earth
Time Splitters: Future Perfect