A well-rounded designer applying 12 years of game design experience towards the ever-evolving world of Product and UX Design with an emphasis on emerging technologies. Applying an empathetic nature, natural curiosity, passion for creative problem solving and user focused design to craft memorable products and experiences with other passionate developers.
Professional Experience
April ’16 – Dec ’16: Microsoft (Yoh Services LLC) HoloLens Team
Product / UX Designer | Unannounced HoloLens Project
Instrumental in designing and managing several key features. Produced various design artifacts. Write and illustrate full Design Specification documents. Create user stories and wireframes. Work closely with programmers, designers, artists and leads on feature development. Conduct research, demos, and customer interviews to gain valuable insights to help validate and drive product and feature creation.
Oct ’15 – Nov ’15: Stanford University @ AutoDesk
Hired by Stanford University to take part in the Stanford Creative Ignition Innovator Program. Together with six other Innovators we spent seven weeks conducting intensive user interviews, brainstorming, & prototyping to help find new use cases for Autodesk’s reality capture software, ReMake and their experience creation software, Project Play.
Nov ’09 – Feb ’15: Insomniac Games (NC)
Designer | Ratchet & Clank (PS4), Sunset Overdrive (XBox One), Ratchet & Clank: Into The Nexus (PS3), Ratchet & Clank: Full Frontal Assault (PS3), Ratchet & Clank: All 4 One (PS3)
Design levels, mechanics, quests and enemies.
Jan ’09 – July ’09: Yager Development
Sr. Multiplayer Designer | SpecOps: The Line (PS3, 360, PC)
Manage and mediate initial multiplayer design efforts between Yager and a 3rd party development studio.
April ’05 – Nov ’08: Guerrilla Games
Sr. Game Designer | Killzone 2 (PS3)
Designed a variety of game mechanics: Buddy Assist, SIXAXIS Valve and Placed Charger and others.
June ’04 – Sept ’05: Electronic Arts
Game Designer | Medal of Honor: European Assault (XBox, PS2, GameCube)
Jan ’04 – June ’04: Climax Group, Inc.
Designer | Tron 2.0: Killer App (XBox)
2004: &
Freelance Writer
Jan ’03 – Nov ’03: Black Ops Entertainment
Game Designer | Terminator 3: Rise of The Machines (XBox, PS2)
Graphic Software
MS Office | Proficient
Adobe Photoshop | Proficient
Adobe Illustrator | Proficient
Adobe Premiere | Working Knowledge
Adobe After Effects | Working Knowledge
Game Engines
Unity | Proficient
Unreal | Working Knowledge
Learning Proprietary Engines
3D Packages
Maya | Proficient
3DStudio Max | Proficient
Blender | Familiar
Wireframing Software
Balsamiq | Proficient
Exp Design CC | Working Knowledge
Lua | Familiar
C# | Familiar
Task Tracking
TFS | Working Knowledge
Git | Working Knowledge
DevTrack | Working Knowledge
Knowledge Ranking: Familiar >> Working Knowledge >> Proficient >> Expert
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