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  • Member of the 'Combat and Controls' team
  • Created metrics for interactive objects
  • Analyzed levels for camera issues
  • Implemented several of Bond's gadgets

343 Industries/Microsoft Studios & Creative Assembly

Xbox One & Win10

Design Director

First 6 Months & Final Year

  • Designed and implemented the 'Sarafan Stronghold' level
  • Designed and implemented 'The Citadel' level




Note:

Rather than accept a Lead Designer role on a different project, 
I chose to work as a Senior Designer on this project in order 
to learn from the Creative Director (Amy Hennig) whom I 
greatly admire.

Ratchet & Clank: Tools of Destruction

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Bond: From Russia with Love

Legacy of Kain: Defiance

  • Creating a Halo quality campaign
  • Collaborated with dev team on mission design, structure and flow 
  • Ensuring game had the soul of a Halo console title
  • Design consultation and support to the dev team
  • Weekly mission reviews

Insomniac Games/SCEA

PlayStation 3

Senior Designer (reporting directly to the Creative Director)

2 Years (Early dev to ship)

Resistance 2

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  • Collaborated on the controls and camera
  • Created the CW universe fiction and foundation storyline
  • Designed weapons systems for the various spacecraft
  • Worked with several different programmers on enemy/ally behaviors
  • Gameplay tuning and balancing
  • Implemented approx 1/3rd of the game's missions
  • Initial prototyping of core gameplay mechanics, systems, etc.
  • Collaborated on design of the core gadgets used by the agents
  • Designed, built and implemented test environments
  • Designed and collaborated on vertical slice demo
  • Ensuring game had the soul of a Halo console title
  • Design consultation and support to the dev team
  • Helped with overall game balance
  • Worked with dev team on weapons and mechanics
  • Weekly level reviews

Halo: Spartan Strike

Electronic Arts

PlayStation 2 and Xbox

Senior Designer 

1 Year (Mid dev to ship)

  • Managed the design team of 5 people
  • Collaborated on the 'play the other side' storyline
  • Designed new weapons systems and 'tools' for the various spacecraft
  • Implemented approx 1/5th of the game's missions

Project History

Halo: Spartan Assault

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Krazy Ivan

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  • Led the efforts of the level design team
  • Designed 2 levels for the game - 'Tokyo' and 'Russia'
  • Worked on prototypes levels, scenarios and events

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Insomniac Games/Electronic Arts

PlayStation 3 and Xbox 360

Lead Designer

1 Year of Pre-Pro (Switched to Director of Design for studio)

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343 Industries/Microsoft Studios & Vanguard Games

iOS and Win 8 devices

Design Director

1 Year (Concept to ship)



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Overstrike (Became FUSE)

  • Collaborated on the controls and camera
  • Designed the enemy behaviors with the game's Lead Programmer
  • Gameplay tuning and balancing
  • ​Created metrics for world and object building
  • Designed the 'Gelanator' gadget
  • Designed and implemented the following levels
    • Zordoom Prison
    • Fastoon
    • Mukow
  • Collaborated on the space shooter mode
  • Designed and implemented the 5 space shooter levels

Insomniac Games/SCEA

PlayStation 3

Lead Designer

1 Year (Concept to ship)

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343 Industries/Microsoft Studios

Xbox 360

Design Director

13 Months (7 months dev to ship & 6 months of DLC)

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Crystal Dynamics/Eidos

PlayStation 2 and Xbox

Senior Designer 

1 Year (Mid dev to ship)

  • Ensuring game had the soul of a Halo console title
  • Design consultation and support to the dev team
  • Helped with overall game balance
  • Worked with dev team on weapons and mechanics
  • Weekly level reviews

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343 Industries/Microsoft Studios & Vanguard Games

iOS and Win 8 devices

Design Director

1 Year (Concept to ship)

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Video Game Designer

  • Took WIP final level (which was behind schedule) through to ship
  • Collaborated in implementing final boss

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Legacy of Kain: Blood Omen 2

Insomniac Games/SCEA

PlayStation 3

Lead Designer

1.25 Years (Concept to ship)

Psygnosis/SCEE

PlayStation

Lead Designer 

1 Year (Concept to ship)

Crystal Dynamics/Eidos

PlayStation 2 and Xbox

Senior Designer 

1 Year (Concept to mid dev)

  • Directed Multiplayer content from external partners
  • Ensured external content was of the same quality as that produced in-house
  • Helped external partners understand what it was to be Halo

Insomniac Games/SCEA

PlayStation 3

Supporting the team shipping the game

3 months (Alpha to ship)

Tomb Raider: Legend

Halo 4

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Colony Wars

Ratchet & Clank: Quest For Booty

Colony Wars: Vengeance

Crystal Dynamics/Eidos

PlayStation 2 and Xbox

Lead Designer 

2 Years (Early dev to ship)

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Halo Wars 2

  • ​Managed the design team of 3 people
  • Collaborated on the new Wrench Abilities
  • Gameplay & economy tuning and balancing
  • Designed the 'Viper Caverns' level
  • Designed and implemented the player training section
  • Implemented the 'Hoolefar Island' hub level
  • Implemented the 'Azorean Sea pt2' level
  • Managed the design team of 12 people
  • Collaborated on the scope and structure with the Creative Director
  • Guided level and feature implementation
  • Designed the 'Sub Woofer' analogue weapon
  • Re-designed the 'Vapedia' level

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Psygnosis/SCEE

PlayStation

Lead Designer 

2 Years (Concept to ship)

Psygnosis/SCEE

PlayStation

Lead Designer 

1 Year (Early dev to ship)

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Ratchet & Clank: A Crack in Time

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  • ​Managed the design team of 6 people
  • Designed the combat system to fit the camera and controls
  • Collaborated on the design of the 'Dark Gift' powers
  • Redesigned and implemented 'The Canyons' level
  • Gameplay tuning and balancing