World Designer
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Served on world design team responsible for mob creation/placement, idle animations, patrols, AI pathing, cover system, combat abilities, vendors, crafting stations, harvesting nodes, player respawn system, bind point system, taxi networks, elevators, and map roads
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Personally responsible for spawning-related polish, updates and documentation for 3 planets
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Contributed to project's story-driven gameplay focus through thoughtful mob/NPC composition, arrangement and animations — as well as placement of support props and cover objects — designed to sell the narrative for each given locale
Lead Level Designer
View the trailer for this game here.
Primae Noctis is a stealth-action game that offers the player a wide variety of ways to approach every challenge. Players assume the role of Cora Keith, a Scottish woman on a quest to avenge her sister’s rape and murder by the English Lord Anacletus of Clarence. Aided by two, empathetic ancient Scottish faeries, Cora can shape-shift between three unique forms.
In human form, she holds the powers of seduction and a sharpened dagger. The Washer at the Ford grants Cora the ability to extinguish torches, become invisible in darkness, or let out a banshee scream that throws hapless guards into hazards. And as the blood-thirsty Green Maiden, the more blood Cora sheds, the more devastating her vengeance becomes.
Development Time: less than 16 weeks (including design documentation) on a 17-man team.
Lead Level Designer
Harvest mixes cooperative, Left 4 Dead style gameplay with the Onslaught gametype from Unreal Tournament into a cel-shaded, steam punk world. Use the power of steam to fight off the Umbral descending upon the abandoned city of Dunwich like a poisonous cloud, or play as the Lurker and usher in the impending darkness...
Development Time: less than 8 weeks (including design documentation) on a 9-man team.




