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
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
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
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
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
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
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
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
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
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
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
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
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