Portland, Maine, United States
Seasoned creative professional with over 20 years of experience building good games with lovely people. Specialties: Creative Direction, Single- and Multiplayer Gameplay & Level Design, Game-feel Programming (Modern C++), Rapid Prototyping, Technical Animation, Agile Development, Presenter/Educator. Games: ● Retroid/Lost & Found (PC, Prototype) ● Why Are We Running? (Mobile, unreleased) ● The Last Century (PC & PS4, unreleased) ● Jamestown+ (Switch, PS4, PC) ● Sword Bros (PC) ● Jamestown (PC, Linux, Mac) ● Chip Chain (iOS) ● Rocket Blocks (J2ME) ● Dream/Awake (PC) – Global Game Jam 2013 entry ● God of War 3 (PS3) ● America's Army 2.7 - 3.0 (PC) ● Rat Race (PC, unreleased) ● America's Army 1.9 - 2.2 (PC, Mac) ● Marathon Trilogy (Mac) – I was 14. Fun story!
Some notable work: ● Led development of art, animation, narrative design, cinematics, and level design. ● Led many aspects of overall game design, playtest coordination, bizdev, marketing assets, and platform cert. ● Co-developed a combat design tool and data pipeline for rapidly authoring and tuning character movesets using animation data. ● Developed a novel facial animation solution combining sprite swaps with bone-driven vertex deformations to achieve compelling character performances. ● Built a flexible 2D skeletal animation rig to support a highly varied cast of characters. ● Developed an innovative pixel art animation pipeline, using AfterEffects and Photoshop, to efficiently generate high-framerate pixelart animations of boss-scale enemies.
● Collaborated with filmmaker Borja Peña Gorostegui to develop the story and overall pitch deck for a major-studio animated feature film based on a well-known videogame IP.
● Oversaw the STEAM program at Friends Select, while teaching upper school Computer Science (Python, JavaScript, and C++), Engineering, Animation, and Robotics courses.
● Contributed to a large-scale re-design of this mobile Unity action game, from the innermost gameplay systems to the scoring system, UI, progression UX, and art direction. ● Helped deploy a rigorous prototyping & playtesting methodology that increased the actionable yield of user testing.