Star Wars: Battlefront III
At Free Radical Design I worked as designer on the cutscenes team for the cancelled Star Wars: Battlefront III. As Free Radical ran low on funds due to a high burn rate from multiple projects, it was forced to close in January of 2009.
Driver: San Francisco
At Ubisoft Reflections I initially worked as Script Editing Support for Driver: San Francisco, and focused on defining and implementing narrative logic. I created a narrative structure for each mission in the game and the information each line needed to convey to players.
After my initial contract, I was re-hired as Narrative Designer, taking on scriptwriting and editing duties for several missions and open world characters, and assisting with the massive task of organizing localization for the game.
Chillingo
As a freelancer for mobile publisher Chillingo, I wrote marketing material for their titles, driving App Store sales.
Medieval Moves: Deadmund’s Quest
As freelance Writer for Zindagi Games, I wrote all the cutscenes and many of the gameplay lines for Medieval Moves: Deadmund’s Quest (PS3).
Final Run
As freelance Narrative Designer for Rotor Games, I wrote the full script for their combat driving game set in the zombie apocalypse, Final Run (iOS).
Unannounced Project – Zindagi Games
As freelance Lead Writer for Zindagi Games, I provided universe development and story for a AAA game prototype.
Super Barista
As freelance Game Design Consultant for developer AppNormals and publisher Balloon 27, I provided consultancy on core loop and mechanics for Super Barista, a pixel-art, tower-defense take on Diner Dash.
Unannounced Project – MURKA Games
As freelance Lead Writer for MURKA, I provided writing and story direction for a prototype mobile game.
Halo 4
At Certain Affinity I provided gameplay scripting and design for most of the multiplayer game modes for Halo 4, leading technical design on the reboot of the Infection game mode.
Halo 4: Bullseye DLC
At Certain Affinity I led technical design for the Ricochet multiplayer game mode within the Bullseye DLC for Halo 4.
Age of Booty: Tactics
At Certain Affinity I performed technical design in Unity3D using C# for turn-based tactical game Age of Booty: Tactics (iOS), including UI programming, achievement systems, real-time chat, player name generation, the in-game item store, and an internal JQuery-based interactive store management tool.
Halo 2: Anniversary (Halo Master Chief Collection)
At Certain Affinity I led the technical design of all game modes in Halo 2: Anniversary within the Halo Master Chief Collection, including concepting, designing and implementing several modes and variants from the ground up. I drove the development of new modes like Epidemic, Flight, Incursion, Kill from the Hill, Quickochet, Velocity, provided brand-new implementations of favorites like Race and Assault, and also re-integrated the Ricochet mode. I also implemented most game mode-related achievements.
Mafia III
At Certain Affinity I gave assistance to 2K Games on narrative and combat game scripting for Mafia III.
Call of Duty: Modern Warfare Remastered
At Certain Affinity I worked on systems and technical design on the single-player campaign for Call of Duty: Modern Warfare Remastered, particularly focused on animations and transitions into and out of remastered cutscenes.
Call of Duty: Modern Warfare 2 Remastered
At Certain Affinity I worked on systems and technical design on the single-player campaign for Call of Duty: Modern Warfare 2 Remastered.
World of Tanks: Halloween Event 2017
At Certain Affinity I helped develop the 2017 Halloween event for World of Tanks (PC). I took point on monetization systems and design, event rewards, out-of-game experience (lobby and rewards delivery), and server- and client-side integration (networking, data modelling, and user interface). I also skilled up the technical design team on Python development.
Prototypes at Certain Affinity
At Certain Affinity I worked on several shooter prototypes using Unity and Unreal Engine.
Respawn Entertainment
As Lead Narrative Technical Designer on the Star Wars team that released Star Wars Jedi: Fallen Order and Star Wars Jedi: Survivor, I led a team of Narrative Technical Designers who owned and developed narrative-related game systems and content. I also developed and maintained a technical portfolio of narrative-related pipelines, tools, and game systems across Blueprint, C++, Python, and web languages.
STAR WARS JEDI: SURVIVOR
My team built tools, systems, and pipelines for writers, narrative designers, encounter designers and level designers. We worked with animation, art, sound, visual effects and engineering to realize compelling in-game narrative experiences, systems and mechanics in Star Wars Jedi: Survivor.
If you talked to characters, followed rumors, played alongside a companion character, watched cinematics, or engaged with any non-combat side-content (Mind Trick, Garden, Fishing, Force Echoes, Mementos), then you saw our work!
STAR WARS JEDI: FALLEN ORDER
I designed and developed a wide range of game systems, tools and pipelines on Star Wars: Jedi Fallen Order, with a particularly strong focus on delivering the game’s narrative elements. I also authored other core game systems like interacts, doors, the game pause menu and databank architecture.
Bit Reactor
As Principal Technical Designer: Narrative, I work on narrative pipelines and content.