Destiny 2: The Witch Queen

Bungie, Inc.
Released February 22, 2022

Activity and Encounter Designer, Closing Specialist

• Designed, built, and scripted 1 of the release’s 2 strikes

• Designed, built, and scripted 1 of the release’s 3 lost sectors

• Created multiple custom encounters for the game’s post-campaign narrative quest

• Handled key bug-fixing and balance-tuning for the strikes and the exotic mission


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Destiny 2: Beyond Light

Bungie, Inc.
Released November 10, 2020

Feature Lead, Mission Designer

• Led campaign and ritual activity design team responsible for 9 missions and 3 public quest encounters

• Designed, built, and scripted 4 replayable “boss hunt” missions

• Co-designed and implemented 4 custom story bosses and their combat arenas


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Destiny 2: Shadowkeep

Bungie, Inc.
Released October 1, 2019

Feature Lead, Mission Designer

• Led cross-discipline strike team designing and implementing “Nightmare” mechanics and combatants for the release

• Designed, built, and scripted 8 replayable “boss hunt” missions over the course of a 3-month core development cycle


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Destiny 2: Black Armory

Bungie, Inc.
Released December 4, 2018

Activity Designer, Closing Specialist

• In final 2 weeks before release, helped redesign new core activity for this seasonal release’s ritual play loop

• Designed, built, and scripted 2 replayable arena-style “Forge” activities for the release


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Destiny 2: Forsaken

Bungie, Inc.
Released September 4, 2018

Mission Designer, Feature Lead, Closing Specialist

• Designed, built, and scripted 2 replayable story missions

• Led cross-discipline strike team designing and implementing secret pursuits and hidden content on the release’s “Dreaming City” destination

• Handled key bug-fixing and balance-tuning for all campaign and mission content in the release


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Destiny 2

Bungie, Inc.
Released September 6, 2017

Mission Designer, Closing Specialist

• Designed, built, and scripted 2 campaign story missions for this first-person, cooperative, action role-playing game

• Handled key bug-fixing and balance-tuning for all campaign content in the release


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High Five HERO!

Three Whiskey Trigger, LLC
Released July 31, 2014

Principal Designer and Developer

• Created original mobile IP based on the concept of high-fiving like-minded sports fans in a bar

• All design, art, animation, audio, and basically everything else for this solo indie project for iOS, Android, and FireOS


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Comic ConQuest

Sleepy Giant Entertainment
(Unreleased)

Design Director, Narrative/Campaign Design Lead

• Co-lead on overall product design for mobile, party-based tactical action RPG with asynchronous cooperative play

• Coordinated design efforts of multi-location dev team (Newport Beach, Chicago, and Gothenburg, Sweden)

• Narrative and campaign design lead for the project


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Avengers Initiative

Wideload Games / Disney Interactive
Released September 6, 2012

Design Lead, Multiplayer and DLC Prototyping

• Led multiplayer incubation team exploring ways to add player-versus-player support to this multi-platform mobile action game

• Led prototyping team for Captain America character and sandbox design for first episodic installment DLC

• Studio brainstorming, pitch development, and incubation lead


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F.3.A.R.

Day 1 Studios, Inc
Released June 21, 2011

Campaign and Level Design Lead

• Directed level design team for cooperative, horror-themed first-person shooter

• Coordinated with external narrative team(s) to support the story with a cohesive campaign and compelling mission gameplay


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The Elder Scrolls IV: Shivering Isles

Bethesda Game Studios
Released March 26, 2007

Lead Level Designer

• Directed newly-formalized studio level design team in creation of indoor and outdoor quest locations for this Oblivion expansion DLC

• Designed, built, lit, and scripted several indoor levels for the title’s main story quest and numerous side quests


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The Elder Scrolls IV: Oblivion

Bethesda Game Studios
Released March 20, 2006

Level Designer

• Worked with design and world art teams to create all indoor levels for the main story quest, along with the fighters and mages guild quests in this award-winning, open-world fantasy RPG

• Designed, built, lit, populated, and scripted more than 60 of the game’s indoor “dungeon” levels


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Dead Man’s Hand

Human Head Studios / Atari
Released March 2, 2004

Level Designer

• Designed, built, lit, and scripted 5 singleplayer levels and 3 boss arenas for this Western-themed first-person shooter

• Also designed and built 3 multiplayer levels and created 3 in-game cinematics for the campaign