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BulletFarm Games

Jul 2024 - Nov 2025

Technical Game Designer

I worked on the AI and NPCs for a Co-op FPS. As an early hire I got to start working from blank C++ files and built that into a half dozen different human enemies, creatures, and boss monsters. 

Click through to the next page, I have 4 videos that I can share of my work

Contact me for the password

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

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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

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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

I worked on Weapons, Vehicles, and movement mechanics for the release of the Deston Map. I also assisted Level Designers with cover and prop passes of the map itself. 

Additionally, I led a team that was prototyping and pitching future projects at the studio.

Assassin's Creed VR

Ubisoft Bluebyte 

Jan 2020 - Jun 2021

Combat Designer

Led the Combat Product Team and managed 7 engineers building First Person melee combat for a VR Assassin's Creed Game. 

I designed and drove production of a major overhaul of our approach to melee combat, focused mainly on a new State-Machine driven AI framework. I also worked extensively with our animation team to rapidly prototype new attacks and behaviors. To accomplish this I directed and performed in Mocap shoots.

Elite Squad

Ubisoft Paris

July 2017 - Jan 2020

Game Economy Designer

Real-time fast-paced Mobile RPG starring a cast of characters from various Tom Clancy games.

Main Responsibilities

  • Combat Formulas and Balance

  • Weapon Systems

  • Progression Design 

  • Monetization Design

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State of Chaos

Shiver Entertainment

Oct 2014 - Feb 2017

Game Systems Designer

Mobile RPG in a realistic and military setting.

Main Responsibilities

  • Feature Design

  • Progression Balancing

  • Combat Design and Balancing

  • Monetization Design and Updating

  • UI Design

TaleWorld Entertainment

Dec 2013 - Apr 2014

Assistant Game 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.

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