Creating levels in engine for an upcoming unannounced title.
Game Designer
TinyCo
November 2014 - April 2015
At TinyCo, I work as a Game and Economy Designer, on Family Guy: The Quest for Stuff as well as an unannounced title.
My primary responsibilities are content and event creation, tuning and balancing. I work closely with artists, engineers, and writers to create cohesive chunks of content to support both new games in development, as well as Live-Ops for games that are consistently in the Top 100 on the app store.
Game Designer
GREE
April 2014 - November 2014
At GREE my job was live-ops and content creation for a variety of top 100 games on iOS and Android. Including: Crime City, Kingdom Age, Modern War and War of Nations, which range in theme from Medieval Fantasy to Futuristic Military Warfare.
My primary responsibilities lie in handling the data driving events such as Limited Time Quests, Leader Boards, Guild Events, and more. This includes quest balancing, reward creation/balancing, and narrative creation/writing.
I also work with artists in creating new content for the games, gathering concept art and writing art requests to be filled by the art department.
Senior Game Designer
PlayFirst
June 2013 - January 2014
During my time at Playfirst, I was in charge of design for LiveOps for a number of mobile games across the iOS and Android platforms, including Diner Dash, Sponge Bob Diner Dash, Hotel Dash, Wedding Dash, Cooking Dash and The Mortal Instruments. I focused on User Engagement/Retention, Gameplay Systems, Social Systems, and monetizing within a freemium economy.
Systems Designer
LucasArts
October 2011 - April 2013
During my time at LucasArts, I have focused primarily on systems design and user engagement. I have prototyped features in Unrealscript / Kismet, and worked closely with programmers to create the user interface. Additonally, I maintain and edit the database containing every line of text within our game, working closely with the creative director to ensure adhesion to his vision for the project.
GDC Conference Associate
Game Developer's Conference
2007 - 2013
Every year since 2007 I have volunteered to help run the Game Developers Conference in San Francisco, California, as a Conference Associate.
Game Designer
Metamoki, Inc.
October 2010 - October 2011
I was hired at Metamoki to be their first (and for a time, only) Game Designer. I worked closely with a small team of talented artists and programmers to support and create social and mobile games, as well as working with studios heads to develop new IP.
I worked to maintain and balance the databases which supported games such as CityZen and MobWars. In my time at Metamoki, also was also heavily involved in the concept and prototyping of the mobile game Wildlings and another unreleased Social game.
Game Designer
TheBroth, Inc
August 2009 - October 2010
Create game design documents for game content, systems and viral mechanics for social games.
Develop User Interface
Create, Edit and Maintain XML documents and Spreadsheets
Develop new IPs
Work closely with artists and programmers as an assistant producer.
Game Designer
Down For Maintenance Games
September 2008 - April 2009
Worked as Game Designer and 3d artist on Full Moon Manor. Full Moon Manor went on to become a finalist in the 2009 South by South-West Casual Game Design competition.