I am a highly experienced senior designer specializing in shooter combat mechanics and roleplaying progression systems. I have a proven track record of working creatively and collaboratively with all of the disciplines to develop systems and mechanics that make a perceptible, satisfying contribution to the player experience.
Key Skills:
- AI design - particularly for enemies in shooter RPGs
- RPG system design - appropriately deep progression systems for a game, from shooter to MMORPG
- Design leadership - running brainstorming sessions and providing design guidance in a cross-disciplinary team
- Varied system design experience - first person / third person shooter, real-time / turn-based strategy, MMORPG
- Extensive tools and scripting experience - the Halo editing tools, Unreal, Unity, Bigworld Technology, Funcom's Dreamworld engine, 3D modeling packages, Photoshop, C/C#, Python, Perforce
- Art and programming background - helps with sanity checking feature scope
Work History
Systems Designer
343 Industries
January 2014 - Present
Systems design on Halo 5: Guardians:
- Covenant enemy and friendly Spartan character/AI design
- AI driving design and tuning
- redesigned most Forerunner player and enemy weapons
- cooperative mechanics (Revive, Respawn)
- final difficulty tuning (for 1, 2, 4 player and Easy, Normal, Heroic, Legendary, Skulls)
Senior Systems Designer
2K Marin
September 2010 - December 2013
Design work on The Bureau: XCOM Declassified
- Led an 8-person design team (systems and levels) for 6 months during a change in project leadership
- Tuned enemies against the player game ramp and level progression, creating variants to fill holes in the roster
- Ran 8 person brainstorming sessions and prototyped the resulting new enemies and weapons
- Designed community features, tying the single player game into Facebook and the community website through a platform-independent back end, working with the community programmer to reach a functional first pass
Lecturer
NITH
August 2009 - July 2010
- Taught DS150 (Level Design)
- Covered the level design process from brainstorming through documentation, maps, prototyping and implementation.
- I allowed students to use any game editor they wished for their final project, but used Unreal (specifically Gears of War) to teach single player level design.
Assistant Project Manager
Funcom
September 2009 - April 2010
Stepped in to manage the 3 person system design team after the lead system designer's departure
Content Designer
Funcom
November 2008 - September 2009
- Designed and implemented gameplay for 3 playfields
- Developed a template for mapping playfield plans, adopted by the gameplay design team
- Designed kit pieces with artists, built dungeons out of proxy meshes ready for drop-in replacement by artists
Projects: The Secret World
Senior Designer
BigWorld
March 2006 - October 2008
- Implemented the character classes and enemies for Super Spy Online, in a way that encouraged team communication and cooperation in party-based shooter gameplay
- Oversaw implementation of the item system and user interface by a 3 person, offsite programming team
- Designed a system for procedural placement of enemies and objectives, based on the defending faction and ongoing conflicts between NPC factions
- Led design on a prototype for an iPhone MMO and a number of single-player java games for phones
Projects: Super Spy Online, unannounced PC MMO, unannounced iPhone and social games, BigWorld's Fantasy Demo
Senior Systems Designer
Perception
August 2004 - January 2006
- Balanced all enemies, player weapons and vehicles, worked with level designers to implement in-game
- Designed 3 multiplayer game modes, managed multiplayer level designers (onsite and offsite)
- Designed all UI in the game, including HUD and menus, adhering to Sony and Microsoft's console requirements
Projects: Stargate SG-1: The Alliance
Artist/Designer
Infinite Interactive
February 2003 - April 2003
Continuation of Warlords IV development
Artist/Designer
Strategic Studies Group
February 2001 - January 2003
- Designed and built hundreds of terrain tiles for Warlords IV and Warlords Battlecry II
- Built 2 single player and 4 multiplayer RTS maps for Warlords Battlecry II
- Designed 6 strategy game races for an unannounced Warlords game
- Built the Warlords Battlecry II website, including graphics and a map download database