September 2021 - Current
As a design lead at TLM, I am responsible not only for the "high level" design vision on our project but I also work hands on in system design, prototyping, documentation and client facing reviews. I lead a team of developers across multiple disciplines to help steward the success of our project as well as support professionall growth in our team.
Design Director and Unity Developer
September 2017 - April 2020
At SPACES, my responsibilities include designing, prototyping and experimenting with compelling location based virtual reality experiences as well as leading the design team in the development of three original titles. I work hands on in Unity implementing experiences and I am involved in many other aspects of VR development.
Co-Founder, Executive Producer
June 2013 - July 2017 (4 years 2 months)
As a Co-Founder and Executive Producer at Emblematic Group, I oversaw development on 9 different VR titles on multiple platforms such as Oculus, Vive, GearVR, and Google Daydream as well as on our own proprietary hardware. I not only managed the projects but I worked hands on in Unity and Unreal helping to put the experiences together, even doing some of the early art. I also managed the day-to-day challenges of running a small studio including hiring staff, project pitches, client contract negotiations, budgets, and much more.
One Dark night: https://mashable.com/2015/04/22/trayvon-martin-vr/
Use of Force: https://www.tfiny.org/films/detail/use_of_force
Greenland Melting: https://emblematicgroup.com/experiences/greenland-melting/
Across the Line: https://emblematicgroup.com/experiences/across-the-line/
University of Southern California
Adjunct Professor of Video Game Level Design (ITP 491)
January 2014 - June 2014 (6 months)
As an Adjunct Professor at USC, I held a 15 week course on video game level design on the Unreal Engine at the Viterbi School of Engineering. The students designed a single player narrative level (minimum of 15 minutes) AND a multiplayer deathmatch or capture the flag level that had to be presented and played by the semester end. They learned level design pre-production process commonly associated with AAA console games that covered design documenting, prototyping, navigation layout, placing AI, scripting events, lights, narrative and much more.
Heavy Iron Studios / Disney
Principal Designer - Lead Multiplayer Designer
June 2010 - August 2013 (3 years 3 months)
As a principal designer and lead multiplayer designer, I was responsible for designing and implementing the entire multiplayer experience while also managing the single player design team.
Disney Infinity (Wii)
Family Guy Back to the Multiverse
Video Game Consulting
June 2008 - June 2010 (2 years 1 month)
For two years I traveled to different studios and held level design workshops on fundamentals of video game AAA level design. I also work as a remote lead on multiple video game titles such as, Remedy’s Alan Wake, Ghost Recon Predator, Medal of Honor Heroes, and many more.
Electronic Arts (Los Angeles)
Lead Level Designer and Gameplay Systems Designer
October 2003 - May 2008 (4 years 8 months)
As a level designer and later design lead, on Medal of Honor Pacific Assault, I designed and implemented multiple levels. As the Lead LD on Medal of Honor Airborne, I mentored a small team of new designers as we designed and built out 4 different levels.
Medal of Honor: Reboot
Medal of Honor: Airborne
Medal of honor: Pacific Assault
May 1999 - October 2003 (4 years 6 months)
Star Wars: Jedi Power Battles (PS1)
Star Wars: Battle for Naboo
Star Wars: Galactic Battlegrounds
Star Wars: Bounty Hunter
Star Wars: Republic Commando