Halo Infinite
Skybox Labs
The latest installment installment of the world-renowned Halo franchise!
I was part of a small team of designers in charge of a wide array of combat encounters throughout the single-player experience.
Role
Senior Game Designer
Marvel Realm of Champions
Kabam Games
Responsibilities included helping define and shape the core gameplay experience, as well as designing and overseeing the implementation of different game modes, enemies, and AI behaviours for the PvE component of the game.
Role
Senior Gameplay Designer
Plants vs. Zombies:
Battle for Neighborville
Electronic Arts
Developed boss-fight mechanics and enemy behaviours for the single-player portion of this wacky game.
Role
Game Designer
Cancelled Star Wars Project
Electronic Arts
Designed and crafted levels, encounters, and action sequences for a brand new adventure in the Star Wars universe.
Sadly, this project never got to see the light of day.
Role
Level Designer
Plants vs. Zombies:
Garden Warfare 2
Electronic Arts
I wore different designer hats as the needs of the project evolved, tackling everything from Systems Design, to Character Design, to creating single-player content.
Role
Game Designer
Company of Heroes 2:
Ardennes Assault
Relic Entertainment
Designed environments, objectives, encounters, and in-game cinematics for the main campaign. I also helped define gameplay and various systems for the campaign's metamap.
Role
Campaign Designer, Technical Designer
Company of Heroes 2
Relic Entertainment
Took several missions from early concept to completion, including level design, player objectives, encounter scripting, and in-game narrative elements.
As a Technical Designer, I played a pivotal role in implementing and maintaining encounter management systems used to facilitate the mission creation process.
Role
Campaign Designer, Technical Designer
TANK'D
Student Project
Tank'd is a third-person, arcade style game where the player controls a tank with the unique ability to drive on walls.
The game was developed as my final project in the Vancouver Film School Game Design program. It was developed in 4 months by a team of 5 students using the Unreal Development Kit.
Role
Game Designer, Programmer
IMPOSSIBALL
Student Project
Imposiball was created using the Unreal Development Kit. No custom UnrealScript code was used and all controls and events are handled only through Kismet, UDK's visual scripting tool.
The player controls the Imposiball through a series of rooms, where they must learn to master its three different abilities in order to complete 10 different challenges, including a challenging 55 second drop with no brakes.
Role
Game Designer