About Me

I’m a Principal Designer who has had a career in making AAA open world games. During my time at Rockstar and Guerrilla, I’ve had the opportunity to create work I’m proud of and to contribute to successful launches enjoyed by millions of players. I have felt extremelylucky to be constantly surrounded by talented developers that force me to get better at every step!

During my career I have been able to design a wide breadth of level design from narrative driven single player quests, open world activities, multiplayer missions and multiplayer game modes. This experience has allowed me to understand the intricacies of both single and multiplayer, understanding how they differ and how to design with that in mind.

Throughout my career, I’ve remained endlessly curious about every aspect of game development and always eager to learn something new. I prefer to experiment, fail, and succeed through hands-on experience rather than have someone solve it for me and move on. While my expertise lies in level design and quest/mission design, I have taken any opportunity available to try other specializations such as system design, game design, Interactive object design. I’ve developed a strong appreciation for scripting, finding ways to write scripts that not only serve my needs but also help other designers to achieve their tasks and objectives.

Working with proprietary engines at Rockstar and Guerrilla has taught me to adapt quickly to new tools, workflows, and design philosophies. My curiosity drives me to master the tools I use and to always look for better, more efficient ways to accomplish my tasks.

I love mentoring more junior designers, sharing my experience to help them grow and succeed. Even when busy, I make time to discuss challenges, explain the reasoning behind solutions, and ensure designers can realize their own creative ideas within project goals. Better that it’s 75% there and theirs, than 90% there and not!

Although I may not have the time to pour into games as I used to, I am endlessly fascinated to see what other studios and developers put out. It feeds into my creative output and at times makes me think differently about what I myself are making!

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