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Dash Galactic
A mobile action/adventure title. I was brought on midway through the project to provide the design underpinnings (such as the economy, hero and enemy stats, etc) needed.

Dash Galactic
A mobile action/adventure title. I was brought on midway through the project to provide the design underpinnings (such as the economy, hero and enemy stats, etc) needed.

Dash Galactic
A mobile action/adventure title. I was brought on midway through the project to provide the design underpinnings (such as the economy, hero and enemy stats, etc) needed.

Dash Galactic
A mobile action/adventure title. I was brought on midway through the project to provide the design underpinnings (such as the economy, hero and enemy stats, etc) needed.


Inklings
I was the creator/designer of Inklings, a unique word-building game where players grab falling letters to make words, scoring points via a Scrabble-type system where more difficult letters score higher points.

Inklings
I was the creator/designer of Inklings, a unique word-building game where players grab falling letters to make words, scoring points via a Scrabble-type system where more difficult letters score higher points.

Inklings
I was the creator/designer of Inklings, a unique word-building game where players grab falling letters to make words, scoring points via a Scrabble-type system where more difficult letters score higher points.


Frontierville
This is a screen to the 'Prize Pig' feature, which was one of Zynga's top grossing features at the time. I was part of the team that put this together.


Kuboo
An MMO for kids, Kuboo unfortunately never saw the light of day. The idea was to create a 'safe-space' where kids could play on the internet without parents worrying what they might see. I was brought in the expand on the initial design and created a number of sports-themed games (such as a football passing game) for the product. I also did extensive spec work, such as on the economy, upgrades, collectibles, and items.

Kuboo
An MMO for kids, Kuboo unfortunately never saw the light of day. The idea was to create a 'safe-space' where kids could play on the internet without parents worrying what they might see. I was brought in the expand on the initial design and created a number of sports-themed games (such as a football passing game) for the product. I also did extensive spec work, such as on the economy, upgrades, collectibles, and items.


MechCommander II
My first design job, I did level creation for MechCommander II and I eventually worked on 16 of the 24 single-player missions, creating, scripting, and balancing two of them completely on my own. I also wrote the mission briefings and VO lines for the game. I was also the voice for the 'Liao Elite Commander.'

MechCommander II
My first design job, I did level creation for MechCommander II and I eventually worked on 16 of the 24 single-player missions, creating, scripting, and balancing two of them completely on my own. I also wrote the mission briefings and VO lines for the game. I was also the voice for the 'Liao Elite Commander.'

MechCommander II
My first design job, I did level creation for MechCommander II and I eventually worked on 16 of the 24 single-player missions, creating, scripting, and balancing two of them completely on my own. I also wrote the mission briefings and VO lines for the game. I was also the voice for the 'Liao Elite Commander.'

MechCommander II
My first design job, I did level creation for MechCommander II and I eventually worked on 16 of the 24 single-player missions, creating, scripting, and balancing two of them completely on my own. I also wrote the mission briefings and VO lines for the game. I was also the voice for the 'Liao Elite Commander.'

MechCommander II
My first design job, I did level creation for MechCommander II and I eventually worked on 16 of the 24 single-player missions, creating, scripting, and balancing two of them completely on my own. I also wrote the mission briefings and VO lines for the game. I was also the voice for the 'Liao Elite Commander.'


Supreme Commander
I was the Campaign Designer for Supreme Commander and Supreme Commander: Forged Alliance and designed most every aspect of the single-player campaigns, including map layouts, storylines, VO, mission reveals, and tech paths. Ultimately, I created 24 Operations of 48 Missions with over 100,000 lines of dialogue, briefings, and unit descriptions. I also directed a team of 4-6 scriptors who built the levels in Lua.

Supreme Commander
I was the Campaign Designer for Supreme Commander and Supreme Commander: Forged Alliance and designed most every aspect of the single-player campaigns, including map layouts, storylines, VO, mission reveals, and tech paths. Ultimately, I created 24 Operations of 48 Missions with over 100,000 lines of dialogue, briefings, and unit descriptions. I also directed a team of 4-6 scriptors who built the levels in Lua.

Supreme Commander
I was the Campaign Designer for Supreme Commander and Supreme Commander: Forged Alliance and designed most every aspect of the single-player campaigns, including map layouts, storylines, VO, mission reveals, and tech paths. Ultimately, I created 24 Operations of 48 Missions with over 100,000 lines of dialogue, briefings, and unit descriptions. I also directed a team of 4-6 scriptors who built the levels in Lua.

Supreme Commander
I was the Campaign Designer for Supreme Commander and Supreme Commander: Forged Alliance and designed most every aspect of the single-player campaigns, including map layouts, storylines, VO, mission reveals, and tech paths. Ultimately, I created 24 Operations of 48 Missions with over 100,000 lines of dialogue, briefings, and unit descriptions. I also directed a team of 4-6 scriptors who built the levels in Lua.

Supreme Commander
I was the Campaign Designer for Supreme Commander and Supreme Commander: Forged Alliance and designed most every aspect of the single-player campaigns, including map layouts, storylines, VO, mission reveals, and tech paths. Ultimately, I created 24 Operations of 48 Missions with over 100,000 lines of dialogue, briefings, and unit descriptions. I also directed a team of 4-6 scriptors who built the levels in Lua.

Supreme Commander: Forged Alliance
I was the Campaign Designer for Supreme Commander and Supreme Commander: Forged Alliance and designed most every aspect of the single-player campaigns, including map layouts, storylines, VO, mission reveals, and tech paths. Ultimately, I created 24 Operations of 48 Missions with over 100,000 lines of dialogue, briefings, and unit descriptions. I also directed a team of 4-6 scriptors who built the levels in Lua.

Supreme Commander: Forged Alliance
I was the Campaign Designer for Supreme Commander and Supreme Commander: Forged Alliance and designed most every aspect of the single-player campaigns, including map layouts, storylines, VO, mission reveals, and tech paths. Ultimately, I created 24 Operations of 48 Missions with over 100,000 lines of dialogue, briefings, and unit descriptions. I also directed a team of 4-6 scriptors who built the levels in Lua.

Supreme Commander: Forged Alliance
I was the Campaign Designer for Supreme Commander and Supreme Commander: Forged Alliance and designed most every aspect of the single-player campaigns, including map layouts, storylines, VO, mission reveals, and tech paths. Ultimately, I created 24 Operations of 48 Missions with over 100,000 lines of dialogue, briefings, and unit descriptions. I also directed a team of 4-6 scriptors who built the levels in Lua.

Supreme Commander: Forged Alliance
I was the Campaign Designer for Supreme Commander and Supreme Commander: Forged Alliance and designed most every aspect of the single-player campaigns, including map layouts, storylines, VO, mission reveals, and tech paths. Ultimately, I created 24 Operations of 48 Missions with over 100,000 lines of dialogue, briefings, and unit descriptions. I also directed a team of 4-6 scriptors who built the levels in Lua.

Supreme Commander: Forged Alliance
I was the Campaign Designer for Supreme Commander and Supreme Commander: Forged Alliance and designed most every aspect of the single-player campaigns, including map layouts, storylines, VO, mission reveals, and tech paths. Ultimately, I created 24 Operations of 48 Missions with over 100,000 lines of dialogue, briefings, and unit descriptions. I also directed a team of 4-6 scriptors who built the levels in Lua.


The Agency
Another, sadly, canceled game, the Agency was originally conceived as a tongue-in-cheek spy FPSMMO. My specific job was to act as the liaison between the writers and level designers, ensuring that story elements were included in the levels where they were needed and that the level designers had someone to voice any story-based problems to. To that end, I wrote a considerable amount as well as designed a number of levels, including the tutorial finale (an assault on a European casino). I also created a large number of 'named' NPCs, created a roster of over 100 companies, wrote over a dozen specs, and created 6 NPC factions for the players to fight against.

The Agency
Another, sadly, canceled game, the Agency was originally conceived as a tongue-in-cheek spy FPSMMO. My specific job was to act as the liaison between the writers and level designers, ensuring that story elements were included in the levels where they were needed and that the level designers had someone to voice any story-based problems to. To that end, I wrote a considerable amount as well as designed a number of levels, including the tutorial finale (an assault on a European casino). I also created a large number of 'named' NPCs, created a roster of over 100 companies, wrote over a dozen specs, and created 6 NPC factions for the players to fight against.

The Agency
Another, sadly, canceled game, the Agency was originally conceived as a tongue-in-cheek spy FPSMMO. My specific job was to act as the liaison between the writers and level designers, ensuring that story elements were included in the levels where they were needed and that the level designers had someone to voice any story-based problems to. To that end, I wrote a considerable amount as well as designed a number of levels, including the tutorial finale (an assault on a European casino). I also created a large number of 'named' NPCs, created a roster of over 100 companies, wrote over a dozen specs, and created 6 NPC factions for the players to fight against.



































