Profile
Seeking full-time position in Level and Game Design
Ability to work within a team to develop documentation, schedules, and delegate responsibilities to make exciting games.
Excellent communication skills from time as a member of the Armed Forces, as well as a Level and Game Designer at a game development studio.
Experienced in senior development roles leading small teams and as a collaborative team member to produce content for games.
Unique experience as a competitive gamer, coach and streamer.
Over eight years of experience in developing titles from prototypes to released productions.
Professional Experience
Senior Designer [March 2020 - August 2023]
Polyarc Games
Designed levels with considerable technical limitations and performance concerns to work with various computer hardware and console specifications.
Developed and planned boss fight encounters and combat experiences, working with engineers, artists and other designers to facilitate an enjoyable experience.
Assisted in implementation of animated and fully voiced narrative sequences to accompany puzzles, combat and other gameplay scenarios.
Worked with artists to take designs from block-out to production ready levels.
Developed puzzle designs and led playtesting in gathering feedback to improve player experience.
Awarded ‘VR Game of the Year’ at the 6th International VR Awards (2022).
Won ‘VR Game of the Year’ at The Game Awards for the category of ‘Best VR/AR’ (2022).
Senior Designer I [October 2017 - January 2020]
Playful Studios
Developed level layouts and pre-visualization for 3D VR cinematic sidescroller, Starchild
Designed level first pass and scripted gameplay scenarios for a VR-focused title.
Worked within a team to design levels that encompass a narrative focus and diverse gameplay elements on a strict
timeline.Created pre-visualization assets for levels to assist environment art team in modular building kits.
Designed and led playtesting on multiple arenas for competitive arena style game.
Drove development on materials, metrics, and design standards across multiple titles.
Helped lead level design and art efforts on unique horror title that showed at Tribeca Film Festival.
Freelance Level Designer [April 2016 - October 2017]
Self
Created and populated game worlds using assets, materials, and textures from pre-made and self-made sources.
Designed and oversaw production of all aspects of environments; from initial top layouts through final production.
Consulted and coordinated with experienced artists and designers to achieve lighting, composition and environment layouts relevant to high level design.
Produced demonstration materials highlighting level design and execution for presentation.
Entertainer [February 2015 - March 2016]
Zeet On Twitch
Developed a unique branding with a focus on positive and instructive interactions in online gaming networks.
Interacted with viewers to develop relationships with audience and collaborators.
Created and managed schedule to deliver consistent content to viewers.
Developed a social media presence to inform community members and engage new viewers.
Lead level design and game play discussions, breakdowns and best practices to share unique perspective and professional knowledge with consumer audience on games
Esports Coach [August 2014 – December 2014]
Nagpur Esports
Developed strategies through level design experience by teaching team core concepts of level structure.
Assisted in breaking down and organizing pivotal locations in various maps by utilizing level design tools.
Created practice maps to assist team in developing key skills to improve their performance.
Utilized level knowledge and map flow to enhance team dynamic.
Lead Level Designer/Game Designer [August 2012 – July 2013]
Trendy Entertainment
Created level layouts, modular environment props, lighting and asset integration for the game Stay'n Alive.
Developed a structured asset list and worked within the team to assist in the production of assets and environments.
Assisted and coordinated with Project Manager in developing structured game documentation.
Communicated needs and technical considerations to art team, animation team, and programming team.
Provided final voice over audio for several game characters in Dungeon Defenders 2, including main character, The Apprentice
Cinematic Technical Production Assistant and Level Designer
Trendy Entertainment
Assisted team in understanding game engine constraints, prop and lighting placement.
Incorporated assets, characters and environment props into the engine.
Created materials for external video editing.
Handled UDK prop and light placement; exported video rendering for Dungeon Defenders 2 cinematic.
Enlisted Armed Forces Member [March 2006 – July 2010]
United States Air Force
Created comprehensive documentation for security and movement within a highly classified zone.
Developed the working schedule for multiple security members and civilian contractors.
Worked with various military and civilian officials to control movement for many high security areas.
Communicated with civilian organizations in the maintenance and repair of high value, high security military assets.
Competitive Gamer [May 2001 – July 2005]
Counter-Strike
Worked within a small team to maintain performance by organizing practice, develop strategies and research opponents.
Created and maintained a server for practice and scrimmages.
Learned various systems of game design to better integrate game play skills within the team.
Recruited individuals to fit within specific roles on the team to enhance performance of the team dynamic.
Unique experience and dedication to a game to better understand how the core loop of game play can create a lasting product.
PROFICIENCIES:
Proficiency in Unity, Unreal Engine (UE4), Game Maker Studio, Construct 2, Game Salad and Source Engine.
- Layouts for both Singleplayer and Multiplayer levels, terrain generation, level art, lighting, project management, import/export of assets.
Mastery of 3ds Max, Microsoft tools and Photoshop.
-Development, communication and iteration tools for development.
Mastery of 3ds Max and Photoshop.
- Basic texturing, atlas splitting for texture sheets, UVs, retopology, 3D pre-vis model creation.
Knowledge of tools such as the Quixel Suite, 3D-Coat, Marmoset Toolbag, World Machine, XNormals, Substance Designer/Painter, zBrush, Maya and many others.
- Adjust and edit any texture authoring project using external tools, normals generation, basic sculpting, advanced terrain generation and vista creation. Maintain understanding of cutting edge development tools in a production environment.
Education
Savannah College of Art and Design
Interactive Design and Game Development- BFA Program
Savannah, Ga and Sham Shui Po, Hong Kong