Hi there! Welcome to my portfolio. Below you can see some small snippets of my experiences. If you want to dig a little deeper, please download a copy of my resume and contact me. I love talking about my work, and would love to talk to you about yours.
About: I have been making great games at Synapse Games Incorporated for the past 4 years. I am very proud of my achievements and most of the 1000+ cards I have designed for them. I always push for quality, and it shows.
Role: Project Lead and Game Designer
What is it?: Tyrant Unleashed is a mobile strategy collectible card game set in a sci-fi/horror universe.
My experience: I lead the team, handling management tasks, monetization (design, implementation, and analysis), and handle the direction of the game as a whole. Additionally I design cards (names, stats, skills, and more), write narrative, design systems, and do just about everything design related in some capacity.
Favorite Contribution: I built a couple small Alternate Reality Game puzzles that related to some really fun community events in the game.
Role: Game Designer
What is it?: Spellstone is a fantasy mobile strategy collectible card game with lots of charm.
My experience: I design cards (names, stats, skills etc.), assist with systems design, raid content and monetization design.
Favorite Contribution: I created the first cards in the highest rarity in the game (Mythics!). The process of the card design, the content you needed to beat to get them, and the method of acquisition are a shining example of my game design skills.
Role: Game Designer
What is it?: Animation Throwdown: The Quest for Cards is a hit mobile strategy collectible card game with characters from Family Guy, Futurama, Bob's Burgers, King of the Hill and American Dad.
My experience: I assisted in pre-production primarily in systems design, but also consulted the team about content and use of intellectual property.
Favorite Contribution: While I cannot take all the credit for the awesome combo system, I did design with a vital iteration that improved user experience, clarity, and fun-factor related to this core piece of the game.
About: I was brought on to assist with the Quality Assurance team for a final push to gold for one of the team's most successful releases.
Role: Quality Assurance Analyst
What is it?: Injustice Gods Among Us is an awesome fast paced fighting game with DC Heroes such as Batman, Superman, and many other properties.
My experience: I was brought on during the final months of production during the crunch to release the game. I learned many processes, certification requirements, likely pitfalls of development and assisted developers in the finding, reporting, and debugging of issues with the game.
Favorite Contribution: Highest critical bug reports (game breaking) on the team during my time there, also convinced design to put a company inside joke into the game. Ask me about this one :).
Role: Game Designer / UX Designer
What is it?: Mechanice was a student project built for a experimental class in augmented reality game design.
My experience: I was a core member of the team that built out the initial concept and design, as we moved into production I primarily focused on user experience and interaction within the augmented reality space.
Favorite Contribution: The concept of using a cube was my original idea for the project and it stayed throughout the entirety of development.
Role: Technical Game Designer
What is it?: Suits is a cooperative heist game set in a casino, taking the best parts of Ocean's 11. It was my Senior Capstone project.
My experience: Throughout pre-production I helped design many of the mechanics of the game as well as the initial level designs. As the project furthered into development I took a deep dive into Scaleform and the design and implementation of all our User Interface.
Favorite Contribution: I had built the entirety of our menu system from scratch, and it worked great in except I couldn't get it to load the level due to some (at the time) properitary information obfuscation, so I took the whole thing and smashed it into the working menu that UDK came with, essentially rebuilding my design within someone else's codebase.
Role: Team Lead and Design Lead
What is it?: Mack Vs Windows is an unfortunately named puzzle platformer that made use of awesome physics and interesting concepts. It was the official DePaul University entry into the 2011 Independent Games Festival.
My experience: This game went through more iterations than anything I have ever worked on, though due to time constraints, and various other factors it didn't quite meet expectations - but it still was finished. I took my first steps into a leadership position on this game, working on everything from concept to completion in coordination with a very large team of 18 students.
Favorite Contribution: While I realize it is silly, I am the only voice actor in the game. Its as terrible as you might imagine but it makes me smile every time I think of it.
Role: Game Designer
What is it?: Flutterfly is a mobile game about the circle of life that was originally created for the Global Game Jam in 2011. It won the Judge's Choice Award at my location.
My experience:This game is somewhat unique as its the only one I was the sole designer for on a team of 8. It's original design was made in 2 days of blood, sweat, and tears. Afterwards we did touch it up a bit so that we could release it into the wild, but its a good example of the early days of my design work compressed into a lightning fast deliverable. It is also the only time I have worked on a game with a procedrual design.
Favorite Contribution: It is hard to pick one since its all very valuable to me, but I think my favorite contribution is the core concept of dying on purpose. At the time it was pretty backwards for a runner game that you wanted to hit many of the hazards.
You can email me at email@example.com