July 2024 - Current
SENIOR AI DESIGNER
Turtle Rock Studios
Owning enemy designs and implementation on an unannounced project. Working with a large team of AI engineers, artists, and studio leadership to rapidly prototype enemy types, attacks, and novel gameplay interactions.
Working with team leads to develop cross-disciplinary practices to speed up the workflow of creating and polishing new enemy AI.
Nov. 2022 - July 2024
PRINCIPAL COMBAT DESIGNER
Ascendant Studios
Owned and implemented Behavior Trees for all non-boss enemies in Immortals of Aveum. Took point on overseeing design, development, implementation and balance of player Talents and Gear to bring them to a shippable quality.
Dec. 2021 - Nov. 2022
SENIOR COMBAT DESIGNER
Ascendant Studios
Collaborated with combat & studio leadership to develop good practices for iterating on combat in cross-disciplinary teams. Rebuilt behavior trees and redesigned basic enemies to shipping quality. Pitched, designed, and oversaw dev of new enemies and bosses.
2021 - December 2021
SENIOR GAME DESIGNER
Schell Games
Acting as design lead for prototype projects building core gameplay mechanics & concepts for internal and client IP work. Helping other designers gain a hands-on, technical understanding of what creates good game feel and satisfying progression loops at a studio level.
2016 - 2021
ADVANCED GAME DESIGNER
Schell Games
Rapid prototyping, coding, AI design, mechanics design, and VR Interaction design. Collaborated with senior programmers and artists to pitch, prototype, develop and ship games across a variety of genres.
2012 - 2016
GAME DESIGNER
Schell Games
Content & Systems design, with an emphasis on realtime combat systems for a variety of game genres, ranging from third person action to RTS. Assisted in building a better animation pipeline for gameplay animations in Unity.
May 2011 - August 2011
Developed combat animations for basic enemy types in several unreleased action titles.
ANIMATION INTERN
Red Fly Studios
2010 - 2012
MASTERS DEGREE
Carnegie Mellon University
Masters of Entertainment Technology. Transitioned into a Design focus from technical animation- gained project experience rapidly developing game prototypes for a variety of platforms, including early VR technology and the Microsoft Kinect.
2009 - 2010
MULTIMEDIA ENGINEER ASSOCIATE
Developed technical rigs of several models of jet plane for real-time and pre-rendered use in Maya and Unity 3D.
Lockheed Martin
2005 - 2009
UNDERGRADUATE
Rensselaer Polytechnic Institute
Bachelor of Science: Electronic Media, Arts, and Communications. Focused on principles of narrative design, character modeling and animation for games.