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