Fun Sick Presentation
This is a talk I gave at mDev (the Midwest Game Developers Conference) in Madison, Wisconsin.
It's about finding new ways to validate Game Design ideas beyond asking "Is It Fun?"
If you are looking at my portfolio and trying to get an understanding of how I approach Game Design problems, this will give you a detailed understanding.
Traega Entertainment
Feb 2024 - Apr 2024
Senior Combat Designer
Unfortunately this wasn't a very long lasting position. I worked as a Combat Designer, directing Mocap Shoots, building and editing Player Combat Controllers in Unreal, and designing AI Frameworks.
However, after only about 30 days at the company we were told our funding was almost dried up and then 60% of the studio was laid off.
Demiurge Studios
Oct 2022 - Sept 2023
Senior Game Designer
Worked on a team with the goal of building Demiurge's first Original Game in years. We prototyped several ideas using Unreal Engine 5. I built weapons, AI Behavior, and a ton of levels.
I also worked with project leadership on our timeline and goals as well as mentoring other designers who helped with the project.
PUBG: Battlegrounds
PUBG: Madison
Jun 2021 - Jun 2022
Senior Game Designer
Assassin's Creed VR
Ubisoft
Jan 2020 - Jun 2021
Combat Designer
A new Assassin's Creed story built only for VR. This was a complete, ground up redesign of the AC Experience for the Meta Quest platform.
I worked primarily as the lead of the Combat Team and oversaw a major revision of our approach to melee combat and AI.
Ubisoft
2017-2020
Game Economy Designer
Real-time fast-paced Mobile RPG starring a cast of characters from various Tom Clancy games.
Main Responsibilities
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Combat Formulas and Balance
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Weapon Systems
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Progression Design
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Monetization Design
Shiver Entertainment
2015-2017
Game Designer
Mobile RPG in a realistic and military setting.
Main Responsibilities
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Feature Design
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Progression Balancing
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Combat Design and Balancing
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Monetization Design and Updating
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UI Design
Shiver Entertainment
2014-2015
Junior Game Designer
Mobile RPG with a focus on character collection
Main Responsibilities
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Combat and Ability Design
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Multiplayer Design
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Progression Design and Balancing
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Content Design
TaleWorlds Entertainment
2014
Assistant Designer
Open-world RPG, sequel to Mount and Blade
For several months I worked on the upcoming Mount and Blade game, Bannerlord. While at TaleWorlds Entertainment I worked on single-player systems in Excel, created levels with their toolset, and pitched and designed several features. Until the game is released, unfortunately I can't publicly discuss my role, in the meantime I'll link to the project's page.
Carnegie Mellon University
2013
Game Designer
Created two dozen tests and prototypes for the Oculus Rift DK1.
Including one prototype of Room-Scale Interactions