
Game Development
Meeti2i
Level Designer
• Created 2D levels in ‘Tiled’ for proprietary video conferencing products.
• Defined Best Practices for content creation.
• Created content pipeline.
Flatter Than Earth
Lead Level Designer
• Prototyped levels and puzzles in Unity for 2.5D puzzle platform
• Prototyped game mechanics and implemented playmaker for a state machine in Unity.
• Established and maintained production pipeline and file structure.
• Prototyped camera operation and behavior.
• Critiqued and supported 3D art construction in Maya.
• Provided concept art critique and general art direction.
• Operated in Scrum methodology using Jira.
• Aided in narrative construction.
Powerhouse Gaming
Lead Designer and Art Director
• Led a team of 2 artists, 2 engineers, and 1 QA tester making digital pull-tab games.
• Designed game themes.
• Designed Mini-Games within the pull tab games.
• Designed User Interface for games and internal/external systems.
• Designed credit terminal system.
• Operated as Art Director, defining the company brand.
• Created design and art pipelines as well as best practices.
• Designed the internal management and invoice proprietary tools.
• Provided daily guidance to reach established product goals.
• Created 2D art for marketing.
• Designed and tasked all audio for games.
• Operated as scrum master.
• Assisted in critique of the company webpage.
• Created arcade cabinet art wrap and marketing material/signage.
Stomp Games
Level Designer and Video Production
• Created 50+ unique dungeons using Unity.
• Responsible for creating levels including layout, props and monsters.
• Worked alongside engineers creating our level creation system.
• Regularly critiqued environment assets and concept art.
• Orchestrated gameplay events using state machines.
• Edited narrative/marketing videos using Unity, Fraps, Premiere, After Effects.
• Collaborated to refine combat and general game play.
• Trained interns on fundamentals of level construction and combat and oversaw team development.
• Curated wiki documentation of level pipeline and best practices.
Tencent Boston
World Builder and Video Production
The Isle of Hephaestus location I did the world building on.
An example of what the process of building an area in our engine looked like.
• Created vast open world MMO game space for ‘Immortal City’ in our proprietary, modified Titanquest engine.
• Refined our editing tools alongside engineers based on design/art needs.
• Worked on an international development team of 100+ on a 24 hour development cycle with the Tencent Shanghai team.
• Sketched and created block out levels from written designs and brought to completion.
• Sketched requests for modular art assets that would aid construction based off design documents.
• Worked with artists to refine all 3D assets based on usage and look/feel.
• Populated the world space with enemies based on design documentation.
• Created environmental effects and lighting for different locations.
• Created milestone videos using our game engine, Fraps, Premiere, and After Effects.
Blue Fang Games
Level Designer
• Prototyped and designed game play in 3DS Max for Nintendo Wii game ‘World of Zoo'.
• Populated levels with navigation spheres; defining where animals move through level geometry, assembling organic paths.
• Populated levels with AI interaction points so animals would perform specific animations and behaviors appropriately.
• Created and revised level collision.
• Chronicled development process and created instructional documentation in our wiki.