Game Design & Development Work
Game development is hard, it takes the right people, good timing, proper funding, and was a constant learning process. I've had the pleasure of working with so many great folks who offered their technical wizardry, artistic virtuosity, and visionary leadership. What you end up with at the end of the production line, is typically greater than what you set out to make in the first place.
Casual Mobile Game Prototype
Game, Asset, and UI Designer
Carrying a political theme, this casual game was intended to partner with real organizations, and strive to reach beyond simply entertainment but to connect our player’s virtual experiences with issues, events, and initiatives in the real world.
Nautical Sandbox Game Prototype
Game, Asset, UI Designer
An original game with an emphasis on exploration and environmental education. The player assumes the role of a parrot trying to get to the bottom ocean. It's "an aquatic adventure game with parrots, whales, and piracy!"
Being the sole developer on this game prototype, I developed the game design and mechanics. I wrote some code, created all 3D models, animations, FXs, and UI.
Rhythm Console Game
Lead UI / Interaction Designer
Created menu screen flows and low- and medium-fidelity wireframes, maintained documentation, oversaw the development of menu and in-game UI for console video game. View final product here.
Original Handheld Game Prototype
Game, Level, UI Designer
Leveraged playful diagrams and wireframes, and rough 3D placeholder assets to communicate overall game design moments, mechanics, and IP personality and charm.
Licensed Handheld Exploration Game
Game, Level Designer
Created non-violent exploration gameplay focused on the player remaining hidden from sight, and the cooking meals (before that was a thing). View final product here.
Licensed Handheld Puzzle Action Game
Game, Level Designer
Created level tile systems to enable early level design and testing, increased understanding of art asset and camera needs, increase in production speed, and consistency. View final product here.
Licensed Handheld Racing Game
UX Designer
Created a race track tiling system to enable early level design and testing, increased understanding of art asset and camera needs, increase in production speed, and consistency, View final product here.
Full Game Development Credits
Menu & Game Design:
King of Capital Hill (unreleased) - Android/iOS - (Us vs Many Games) - June 2013-
Buoyancy (unreleased) - PC/OSX (Us vs Many Games) - Jan 2012-
Power GIG: Rise of the SixString – Xbox360/PS3 (Seven45 Studios) - Feb 2009–Nov 2010
Lead Game & Level Design:
Ratatouille - Nintendo DS (Pixar & Disney) - Apr 2007–Apr 2008
Ratatouille – Nintendo GBA (Pixar & Disney) - Mar 2006–Mar 2007
Cars - Nintendo GBA (Pixar & Disney) - Mar 2005–Mar 2006
The Incredibles - Nintendo GBA (Pixar & Disney) - 2003–2004
Rocket Power: Dream Scheme- Nintendo GBA (Nickelodeon) - 2000–2001
Level & Game Design:
The Oregon Trail - Nintendo Wii & 3DS (Red Wagon Games)- March 2011–May 2011
Original IP (unreleased) - Nintendo DS (THQ Inc) - Apr 2008–Nov 2008
WALL•E - Nintendo DS (Pixar & Disney) - Apr 2007 – Apr 2008
The Incredibles: Rise of the Underminer - Nintendo DS (Pixar & Disney) - 2004–2005
Tak and the Power of Juju - Nintendo GBA (THQ Inc. & Nickelodeon) - 2002–2003
Star Wars: The New Droid Army - Nintendo GBA (Lucas Arts) - 2001–2002