Work Experience
2015- Present Industrial Light & Magic / ILMxLAB / Lucasfilm / Disney
Supervisor, Creative Development and Experience Design: ILMxLAB (2019-Present)
Supervising / Designing Multiple Unannounced Projects
Meta Quest - (Directed / Storyboarded a 30 second commercial spot for Meta Quest)
Oculus Quest Macy's Day Parade - (Creative supervision for a live Star Wars AR segment for the Macy’s Day Parade)
Star Wars: Tales Activation- (Supervised a Downtown Disney location based experience built around Tales from the Galaxy’s Edge)
Star Wars: Tales from the Galaxy's Edge LAST CALL - (Conceived original stories, directed all motion capture, directed majority of the VO, supervised design team and did some systems design work / prototyping when possible)
Star Wars: Tales from the Galaxy's Edge - (Pitched original idea, conceived original stories, directed all motion capture, directed all VO, supervised design team and did systems design work / level design / prototyping when possible)
Lightsaber Dojo - (VR Arcade Cabinet for Dave & Busters)
Senior Experience Designer, Advanced Development Group, ILMxLAB, Industrial Light & Magic (2015 -2019)
Star Wars: The Rise of Skywalker (VR Pre-vis for Film)
Star Wars: Vader Immortal Episodes I-III (Supervisor of Creative Development / Lead Designer on multiple sections of the VR Experience including all Lightsaber Dojos)
Disney's Ralph Breaks VR (Directed a Location Based VR Experience)
Star Wars: Resistance (VR Pre-vis for Animated TV Show)
Solo: A Star Wars Story (VR Pre-vis for Film)
Unannounced (VR Pre-vis for Film)
Millennium Falcon: Smugglers Run (VR Pre-vis for Disneyland Attraction)
Star Wars: Rebels (VR Pre-vis for Animated TV Show)
Star Wars: Trials on Tatooine (Lone designer on pioneering VR Experience)
2013- 2015 Blizzard Entertainment
Senior Game Designer: World of Warcraft (MMO, PC)
Senior Game Designer: World of Warcraft: Legion (PC, MMO)
Full implementation of quests including writing, character spawning, Ai packages, spell creation, scripting and story integration.
Created high level zone map and quest flow charts for Stormheim.
Worked with the creative leads to establish narrative design.
Senior Game Designer: World of Warcraft: Legion (PC, MMO)
Full implementation of quests including writing, character spawning, Ai packages, spell creation, scripting and story integration.
Created hundreds of quests across multiple zones.
Worked with the creative leads to establish narrative design.
2012- 2013 LucasArts / Lucasfilm
Senior Level Designer: Star Wars 1313 (PC, PS4, Xbox One)
Built, lit, and scripted prototype levels in a highly modified Unreal 3 engine.
Worked intimately with the leads both at Lucasarts and Industrial Light & Magic to create some incredible 3rd person action adventure content.
Attended internal seminars at ILM for Film Layout and Editing to further hone my skills.
2011- 2012 NCsoft /Carbine Studios
Zone Lead / SR. Content Designer: WildStar (MMO, PC)
Managed a team of five designers and an environment artist.
Created high level zone maps and quest flow charts.
Worked with the lore department to establish interesting narrative design.
Full implementation of quests including character spawning, Ai packages, spell creation, scripting and story integration.
2005-2011 Airtight Games
Lead Game Designer: Quantum Conundrum (Xbox 360, PS3, PC)
Built and scripted puzzles in Unreal 3.
Helped establish original story and art direction.
Creative Director: Original IP for an unannounced “AAA” title (Xbox 360, PS3, PC)
Collaborated with a highly successful Japanese publisher in all facets of game development.
Pitched initial concept and helped secure funding for vertical slice.
Lead Game Designer: Dark Void (Xbox 360, PS3, PC)
Invented the initial concept and led the creative vision over the full course of production.
Worked with the publisher and development team to ship “AAA” quality content using Unreal 3 tech.
Pitched the initial vision, and all its iterations based on publisher feedback, eventually landing a deal with Capcom.
2000-2005 Microsoft Game Studios / FASA Studio / ACES
Game Designer: Shadowrun (Xbox 360)
Worked with usability, animation, and design on unreleased Shadowrun campaign.
Built and scripted prototype campaign and tutorial levels in the Halo engine.
Modeled greybox levels in Maya and converted them through Max to run in the Halo engine.
Game Designer: Crimson Skies 3 Unreleased (Xbox 360)
Prototyped on foot gameplay and designed levels using the Crimson Skies engine.
Game Designer: Crimson Skies: High Road to Revenge (Xbox)
Conceived and proved initial design for the open world.
Designed and scripted all boss fights and three multiplayer maps from paper to completion.
Wrote and implemented dialogue for a majority of my missions.
Utilized a proprietary game engine built in Maya to design single and multiplayer levels from start to finish.
Prominently appeared in the discovery channel documentary the X-factor which was filmed during the production of Crimson Skies.
Additional Work at Microsoft Game Studios: “Return of the Arcade” (front end UI), “Casino” (video editing) “Bloodwake” (storyboards), “Mechassault 2” (design consultant), “Steven Spielberg’s AI” Unreleased fighting game (cover illustration concept), “Dante” Unreleased firefighting game (animator), “Alexey Pajitnov’s La Rochelle” Unreleased puzzle game (animator)
Education
Art Institute of Seattle, Associate of Applied Arts degree, Computer Animation