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.
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
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
DEATH RACE Level design
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.