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Job : On Bioshock Infinite I helped plan/script two levels along with making numerous prefabs.
Towards the later part of development I was added to the "Liz Squad".
As a member of the Liz Squad, it was our duty to script everything Liz-related for one level.
This includes: her interactions with the player, AI, environments, and side narrative.
I also shipped DLC pack 1 and worked on a bit of 2 and 3.
Job : Helped design a bus themed zombie level that allowed players to ride from area to area.
It was a twist on Treyarch's traditional zombie maps and would eventually become the
flagship map for Black Ops 2 Zombies.
Job : On Black Ops I worked as a designer on the Annihilation map pack. The new map,
Shangri La, was a jungle themed zombie map. The level was designed in layers that
overlapped, allowing players to easily traverse through the map. New features included
geysers (jump pads) and a shrink ray gun.
Job : For Singularity I worked on several different missions. I also scripted: Combat Sequences,
Puzzles, Buddy Ai, and a Mini Boss battle. I also prototyped out a Multiplayer Game Mode and
several game mechanic ideas. On the art side, I helped set dress and I optimized for
Job : During my time on Wolfenstein, I created and reworked over five levels along with
scripting and set dressing. I also helped brainstorm a boss battle and several cinematics.
Job : Using the Counter Strike:Source editor I created several environments and gameplay
spaces for mods and multiplayer maps.
Info : Prototypes and Polygons is a blog I started to keep track of the doodles I make in my
spare time. This blog shows off my more experimental side and gives you a glimps behind the
Job : The gameplay goes back and forth between a 2D puzzle game and a FPS platformer.
As the last working janatorial robot in aperture, you must manually fix glitches and viruses in
the mainframe computer. The puzzles are centered around a grid that the player places
patterns on. Placing them correctly on the grid repairs a piece of the mainframe.
Job : Chell's Legend is a mod for the game Portal. It blends platforming, puzzle solving, and
story. During the development of this mod I created all level geometry, custom props, textures,
skins, and animations.
Job : I created a few sequences for Darth Brush's - Dead Before Dawn.
In one of the later portions of the campaign, I created a special co-op event
where players had to hoist a giant air conditioner to the roof. This event had three
possible scenarios that would be randomly selected on each play-through.
I also wrote all of the vo for each scenario.