Last Tide

World Builder on Last Tide (Digital Confectioners) Remote, contract work for Digital Confectioners. May 2018 – Present. I have been working on an underwater Battle Royale game for a few months now. I am mostly working as a middleman of sorts between two different companies, SuperGenius and Digital Confectioners. I have managing the tickets coming […]

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Maneater

Level Designer on Maneater (Blindside Interactive) Remote, contract work for Blindside Interactive. January 2017 – March 2018 (1 year 3 months). From the creator of Killing Floor and Depth comes… Maneater! – UE4 Maneater is a Single-Player Action RPG, set in the unforgiving waters of the Gulf Coast. Fight to survive in the open ocean, […]

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VRChat

Level Design and Avatar Creation for VRChat (VRChat Inc.) Personal Project. March 2017 – Present. I’ve been working on a fun virtual reality Unity side project for a number of months now (currently 9/5/17). My first VRChat world, Surreal Hazard, is now finally live in game for people to play around in. It’s quite a […]

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Depth & Depth VR

Level Designer on Depth & Depth VR (Digital Confectioners) Remote, contract work for Digital Confectioners. January 2015 – Present (3 years 5 months). I first worked on Depth for almost 2 years (Jan 2015 – October 2016), ever since its release on Steam. I recently started to support Digital Confectioners again (April 2018 – Present). […]

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Alone in the Dark: Illumination

Level Designer on Alone in the Dark: Illumination (Atari) Remote, contract work for Pure FPS. April 2014 – November 2014 (8 months). I built a couple cooperative levels from scratch (minus the scripting), while also contributing to a few others. Level work consisted mostly of asset placement, landscape sculpting, blocking volumes, and basic optimization (culling, […]

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PSU Architecture

Architecture Student @ Portland State University. October 2013 – June 2016 (3 years). This portfolio page contains a few of my projects which I worked on at Portland State University over the last three years. During that time I continued working in game development while going to school half-time. My previous Bachelor’s in Game Art […]

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Forge

Level Designer on Forge (Dark Vale Games) @ SuperGenius (Oregon City, Oregon) April 2012 – April 2013 (1 year 1 month). My primary role on Forge was to create multiplayer maps. Map creation included level design, asset placement, lighting, VFX placement, post-processing, blocking volumes, optimization, playtesting and bug fixing. In addition to building multiplayer maps […]

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Kinect Adventures

Unreal Integration on Kinect Adventures (Microsoft Game Studios) @ Liquid Development (Portland, Oregon) August 2009 – April 2010 (9 months). I primarily worked on the Reflex Ridge and River Rush activities for Kinect Adventures. My work included, to name just a few, Unreal asset integration (props, foliage, terrain, pirate ships, a ski lodge, etc.), material […]

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