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

• Established and maintained production pipeline and file structure.

• Prototyped camera operation and behavior.

• Prototyped levels and puzzles in Unity.

• Prototyped game mechanics.

• Critiqued and supported 3D art construction in Maya.

• Provided concept art critique and general art direction.

• Operated in Scrum methodology using Jira.


Powerhouse Gaming

Lead Designer and Art Director

• Led a team of 2 artists, 2 engineers, and 1 quality assurance tester.

• 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.

• Created a company web page and regularly posted updates.

• Created arcade cabinet art wrap.


Stomp Games

Level Designer and Video Production

• Created 100+ unique dungeons in game 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 cinematic gameplay.

• 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.

• Curated wiki documentation of level pipeline and best practices.


Tencent Boston

World Builder and Video Production

• Created vast open world MMO game space 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.

• Sketched requests for modular art assets that would aid construction based off design documents.

• Worked with artists to refine 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 engine (With some custom created camera controls), Fraps, Premiere, 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.