Gearbox Software: 2016- present
- Unannounced, Lead Mission Designer (unannounced)
- placeholder
- Borderlands 3, Mission Designer (First Person Shooter/Looter)
- Missions: Hammerlocked, Angels & Speed Demons, Life of the Party, Childhood’s End, additional support on several other missions
- Responsibilities:
- placeholder
- Battleborn, Level Designer (third person action MOBA)
- Maps: placeholder
- Responsibilities:
- placeholder
Motiga: 2015- 2016
- Gigantic, Senior Level Designer (third person action MOBA)
- Maps: Tutorial; inherited control on all existing released and WIP maps
- Responsibilities:
- Tutorial development- plan & Kismet script a basic tutorial to introduce game mechanics; manage flow and events, write VO script and UI alerts/help text, assist with the development of the new player experience and progression
- Address bugs, balance issues, and flow on existing maps; improve layout and collision
- Level pre-planning, design, basic set dressing, blocking-volume collision placement, basic lighting, basic post process, Kismet scripting
- Set standards for environment assets with regards to jump-height ledges, camera ceilings, super jumps, and more; updated and maintained documentation on levels, best-practices documents, and work-flow
- Interacted with the community via forums and voice chat to gather feedback on map changes and iterations
HiRez Studios: 2010-2015
- SMITE, Level Designer (third person action MOBA)
- Maps: Assault, Basic Tutorial, Jungle Practice, Siege
- Responsibilities:
- Tutorial development- plan & Kismet script a basic tutorial to introduce game mechanics, manage flow and events, write VO script and UI alerts/help text, assist with the development of the New Player Experience and progression
- Level pre-planning, design, set dressing, blocking-volume collision placement, basic lighting, basic post process, Kismet scripting
- Work closely with programming team to adjust monster respawn times, player respawn times, gold acquisition, and other details to develop the Assault and Siege game modes
- Address bugs and balance issues on all maps, help improve set dressing and lighting as art style progressed and changed
- Develop spectator-friendly views of all multiplayer maps
- Tribes: Ascend, Level Designer (First Person Shooter)
- Maps: Air Arena (ported legacy map), Lava Arena, Hinterlands, Walled-In (ported legacy map), Fraytown, Lockdown, Whiteout, Nightabatic, Inferno, Miasma, Outskirts, Canyon Crusade Revival (adapted legacy map), Terminus
- Responsibilities:
- Level design layout for new and ported classic maps; playspace blocking, basic lighting, basic post process, set dressing, placement of inventory stations/ spawns/ base assets, Kismet scripting
- Work with the Environment Art team to make adjustments, theme decisions, and performance optimization
- Interact with the community for map feed back
- Manage bug fixes for maps
- Global Agenda, Level Designer(Third Person Shooter MMO)
- PvP Maps: Toxicity, Haulin’ Acid (inherited), Magmarock
PvE Maps: Bolonov’s Entourage, Recursive Communications, Terminus Waterstation, 28 Nights Later, Canyon Encampment - Responsibilities:
- Design and developed single & multiplayer level layouts, play space blocking, basic lighting, basic post process, set dressing, Kismet scripting
- Revise and improve layout designs on previously shipped PvP & PvE maps, including Trafalgar, Osprey Arena, the intro tutorial missions, and more
- Work with a small team to create Global Agenda: Recursive Colony open-world expansion; wrote NPC dialogue, developed instanced PvE levels to support plot- and side-quest lines, and helped to create and script Open Zone events for PvE players
- Work with Community Managers to help host in-game events
- PvP Maps: Toxicity, Haulin’ Acid (inherited), Magmarock
Education:
BFA, Interactive Design & Game Development
Architectural History (minor)
The Savannah College of Art & Design
Magna cum Laude, Department’s Outstanding Academic Achievement Award