Game Designer

Profile

I am an experienced designer who has shipped world class AAA and independent titles to critical and commercial acclaim. I have experience with level design, systems, competitive multiplayer, and single player level design. I’m comfortable both creating content and managing teams.

Experience

President & Lead Designer, The Molasses Flood, Cambridge, MA - 2014-present

  • Co-Founded the studio and led development on The Flame in the Flood
  • Responsible for the majority of operational decisions related to strategy, marketing, funding, and business development
  • Led design and was deeply involved in implementation of our debut title

Lead Level Designer, Irrational Games, Quincy, MA — 2010-2014

  • Oversaw the development of levels from concept to ship on Bioshock Infinite (94% Metacritic) as well as the season pass content. 
  • Managed levels in development, while remaining hands on with my own content. 
  • Primary owner: Welcome Center through Monument Island, representing the 1st hour of gameplay.

Level Designer - Lead Level Designer, Kaos Studios, NY, NY — 2006-2010

  • Level Designer on Frontlines: Fuel of War, primary owner of 3 of the 7 campaign levels
  • Promoted to Lead LD for Frontlines DLC
  • Lead LD on Homefront, overseeing multiplayer level development. The multiplayer was universally cited as a strong positive by reviewers.

Mac Genius, Apple Computer - 2001-2006

Prior to entering the world of games, I worked for Apple as a Mac Genius, while working on mods by evening.

Education

Alfred University, Alfred, NY — BFA, 2001

Skills

  • Managing teams of creative people
  • project close out and shipping
  • visual communication
  • level concepting, blockout, scripting
  • Unreal and Unity, along with the usual suites of Microsoft & Adobe software. 
  • The thousand things a level designer needs to do every day

References available upon request