EXPERIENCE

Point Level Designer and WorldBuilder

CALL OF DUTY BLACK OPS III

Activision / Treyarch

Work Experience

  • Texturing, 3d modeling, and designing AAA game spaces for co-op, singleplayer and multiplayer experiences.

  • Striking a balance between concept art and gameplay needs

  • Working across numerous departments and individuals to ensure map exceeds gameplay and visual bar

  • Ensuring level stakeholders are all on the same page by keeping communication constant and ongoing.

  • Working as middle management, or point person, attending high level meetings with directors and delegating feedback and concerns to other assigned builders

  • Participating in the interview process for new design candidates

  • Problem solving design and art issues. Making sure game designers and artistic vision are aligned.

Honored and thrilled to be working with such veteran talent such as Ken Harsha, and to have gotten feedback such as this. 

Level Designer

Fortnite - Save The World

Armature Studios

Work Experience

  • Creating levels using modular kits to design visually appealing and fun locations that follow gameplay rules

  • Building unique spaces and assets by adding my own personal touches

  • Focusing on visual quality of the game levels while making sure it plays just as well

  • Utilizing content in creative and new ways to tell stories, pushing the ambient storytelling in the world

  • Using art and design sense to make the worlds come alive

  • Supporting with Art pipeline assistance

UE5 Experience

Personal Project

SCIFI outpost

Unreal Engine 5.8 & Blender

UE5 - SCI Outpost Project

  • World Building & Design: Blockout and spacial design including pathing, flow, navigation rhythm, set dressing, lighting using megalights, post process volumes , and world building.

  • Asset Creation: Authored almost all assets in Blender, including all modular building kits, roads, floors, stairs, architecture, crane, and crane truck.

UE5 - Large Open World Tokyo

  • World Building & Design: Concepted and blocked out visually compelling game worlds, bridge-gaining the gap between design intent and final art.

  • Asset Foundations: Authored core world metrics, proxy meshes, white-box materials, and asset libraries to establish studio development standards.

  • Pipeline Integration: Streamlined asset pipelines between Maya and Unreal Engine, managing geometry cleanup, source files, and collision setup.

  • Technical Art & Optimization: Resolved complex artistic and technical bottlenecks across lighting, navmesh, player flow, composition, and performance.

  • Creative Alignment: Balanced gameplay mechanics with artistic vision, successfully navigating and resolving conflicting design goals.

  • Cross-Functional Collaboration: Proactively collaborated across disciplines, reducing leadership overhead through clear communication and constructive feedback.

UE5 - Dark Halls Blockout

UE5 - Asteroid Blockout

  • World Previs: Built and prevised an entire planet from cryptic brief to functional world, authoring the visual art style, storyboards, and key gameplay beats.

  • Level Design & Flow: Engineered player flow, pathing, and collision layouts to optimize gameplay pacing and spatial logic.

  • Atmosphere & Lighting: Executed the look and feel of the environment through custom lighting setups that established the mood and guided player direction.

Sandbox System Designer

HALO

343 Industries - Microsoft Game Studios

Work Experience

  • Designing and Prototyping numerous new weapons and vehicles such as the UNSC Mantis, Forerunner Phaeton, and UNSC Rocket Goose.

  • Tuning, polishing, and balancing all aspects of vehicle systems, including camera, health, weapons, effects, collision, and vehicle physics systems

  • Working closely with multiple departments in getting new assets into the game

  • Prototyping new ideas and functionality with 3d software and proprietary tools

  • Authoring physics and collision geometry for numerous assets

  • Kit-bashing the effects and particle systems to quickly get temp visual feedback on new weapons and ideas

  • Setting up and balancing all systems and subsystems for vehicle damage states, including separating geometry in Maya and using exported geometry to create new physics based damage pieces

  • Maintaining up to date vehicle documentary and vehicle specs for the team

  • Utilizing Maya to setup asset hard-points, regions, materials, and damage channels

  • Creating levels and generating unique assets with Maya / 3dsMax


Damage Sections for new Covenant Wraith Design


UNSC MANTIS - Early Health and Damage Systems

Mantis Health Setup: Setting up the health and damage transfer between different regions for the first time after receiving the new rig from tech art.

Forerunner Phaeton and Assault Sphere Designs

343 Industries

It was truly an honor to work alongside such great talent on such a huge franchise. Spending 3 years at Microsoft, I learned so much about game design, design psychology, and systems design.

Castle Concept

3D MAYA BLOCKOUT

Design and Process

Maya blockout

Concept Left, Blockout Right

Game Designer

YARS REVENGE (2011)

Atari / Killspace Entertainment

Work Experience

  • Designing and putting together Stages 4,5 and 6.

  • White-boxing and paper mapping detailed level layouts

  • Setting up manual occlusion for the majority of the levels in Gamebryo Gamebryo.

  • Laying out fun and complex camera splines

  • 3d modeling and implementing art assets

  • Working closely with the art team in setting art direction and maintaining correct assets throughout the game.

  • Set-dressing all maps and bringing them to ship-able visual quality

During production, I had to figure out ways to utilize an unfamiliar engine, while laying out a fun an interesting spline for the rail, and set dressing the levels in a way to help sense of speed. I realized the having objects much closer to the camera really helped, so I balanced open and tight spaces. Gamebryo had an very steep learning curve, but I was able to design over half of the game's levels. which all ended up in the final product.

Not only was I responsible for designing the levels, I also planned out and paced the combat encounters. If that was not enough, I also manually occluded the levels to ensure GPU performance did not fall apart at any given time.

System Designer / Level Designer

MERCENARIES 2

Electronic Arts / Pandemic Studios

Work Experience

  • Taking ownership of all the game's 100+ vehicles

  • Tuning overall feel, which includes but is not limited to physics, health, damage, camera systems, and suspension

  • Designing and World Building using proprietary tools

  • Delivering high quality in-game screenshots, as well as recording high intensity gameplay footage for marketing needs

  • Prototyping new vehicle types and systems


Vehicle system design

In game, real time vehicle physics GUI. I got to work directly with the physics engineer to request parameters to help make our vehicles feel genuine. Mercenaries had over 100 vehicles to tune.

DEATH RACE Level design

Level Design for Death Race - Designing the layout and set dressing the map, including editing terrain and working with splines.

Hard Surface Modeling

Blender

God of War

LEVEL DESIGN TEST

Sony Santa Monica (2010)

Sketchup Level Design

Below are images showing the design process of a 3d space I was working on for Sony. I used Google Sketchup to help visualize my design process and level scale beat by beat. As much as they loved the test, they determined I did not have enough industry experience at the time.

LEVEL DESIGN TEST

Dice / Electronic Arts (2014)

BATTLEFIELD Map Design

 

Design Process

I researched locations to decide on a locale for the map. I began collecting reference images and satellite map data.

Once I was happy with the locale, I began blocking out in Maya. I used satellite images to nail down scale. Once scale and placement was refined, I laid out objectives and POIs.

Thinking about gameplay, I continued to refine spaces and implemented more design callouts, such as spawns, interior spaces, and vehicle routes.