top of page
Aliens-Fireteam-EliteHD-scaled.jpg

Level Design - Cold Iron Studios

Unannounced Aliens Title

Taking what was proven in the Original Aliens Fireteam Elite, I helped the team create some iconic visuals and spaces within the Aliens Universe.

SEI_216341152-320a.png

Level Design - Striking Distance Studios​

Callisto Protocol

One of my responsibilities included white-boxing many of the games shipped levels, which the other designers would then take and polish alongside the environment artists based off of my designs due to my speed and ability to rapidly prototype level blockouts.

MV5BOTE1ODgzY2MtZTRlMC00MTkyLTljODEtMDJmODczNjRjMWJlXkEyXkFqcGc_._V1_FMjpg_UX1000_.jpg

Level Design - First Contact Entertainment

Firewall Zero Hour

I built spaces and crafted levels for epic shootout moments in VR for the PSVR's very first, First Person VR shooter.

0.png

Level Design - First Contact Entertainment

ROM Extraction

I designed and built the main Arena and spawn locations for the studios very first project. Built the studios design toolkit to enable designers to build more levels quickly and cleanly.

The-Walking-Dead-VR-Bus-1.png

Level Design - Starbreeze LA

Overkill's The Walking Dead VR Experience

I helped prototype both the interior and exterior spaces and optimized the level when it was nearing completion

GBEFP3972__89081.1709607365.png

Level Design - Treyarch Games

Call of Duty Black Ops III

Helped Prototype and prove, or in this case disprove features early in development that were outside-the-box ideas for the series, but ultimately didn't make the cut. Worked on Single Player levels and prototyped out some memorable experiences that shipped with the game, well after I left the company.

of-duty-black-ops-2-button-1640898526726.png

Level Design - Treyarch Games

Call of Duty Black Ops II

Some of my best work on Call of Duty, I was responsible for designing a number of multiplayer maps, but I also helped optimize nearly every multiplayer level do to an extensive knowledge of performance optimization and portaling.

cod-which-cod-game-has-the-best-cover-art-ill-go-first-v0-lhwczd71sel91.png

Level Design - Treyarch Games

Call of Duty Black Ops

I started to find my stride as a designer, and found a love for early prototyping and rapid iteration.

cod-more-unified-cover-art-for-some-of-the-treyarch-games-v0-znn4v2jlvgrb1.png

Level Design - Treyarch Games

Call of Duty World At War

My first credit as an Associate Level Designer. I cut my teeth on multiplayer maps, working with the amazing team of designers at Treyarch Games. 

Overview

Experienced Senior Game Designer with 17+ years in AAA and VR development, specializing in level design, gameplay pacing, and rapid prototyping. Skilled in Unreal Engine Blueprints, graybox iteration, and cross-discipline collaboration to bring ideas from concept to playable form. Currently expanding into hybrid prototyping, blending spatial design expertise with hands-on technical implementation to test systems, mechanics, and player experience early in development.

My objective is to forge compelling gaming experiences, emphasizing iterative design and the rapid prototyping of features, ensuring efficiency and creativity at every stage of the project.

bottom of page