Depth VR

Level Designer on Depth VR (Digital Confectioners) Remote, contract work for Digital Confectioners. 2016 I recently worked with Digital Confectioners to get a playable demo of Depth VR ready to show for PAX Australia 2016. : PAX Australia 2016 : ” order_by=”filename” order_direction=”ASC” returns=”included” maximum_entity_count=”1500″]” template=”default” order_by=”filename” order_direction=”ASC” returns=”included” maximum_entity_count=”1500″]

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Depth

Level Designer on Depth (Digital Confectioners) Remote, contract work for Digital Confectioners. January 2015 – October (1 year 10 months). I have been supporting Depth for about two years now, ever since its release on Steam. My work on Depth has been quite varied and made use of my rounded experience and skillsets. Depth has […]

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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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Left 4 Dead 2

Level Designer on The Final Cut, for Left 4 Dead 2 (Valve Software) Personal Project. February 2010 – July 2011 (1 year 6 months). The Final Cut is a custom map for Left 4 Dead 2 which I made for fun as a means to get back into Level Design, a passion I found in […]

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Tron: Evolution

Lead Artist on Tron: Evolution (Propaganda Games) @ Liquid Development (Portland, Oregon) January 2010 – April 2010 (4 months). For this short project I mostly worked on the racing highways of Tron and Spiritualist City: creating and propagating geometry across eighty or so modular greybox models. There was an extra focus on cleanliness and consistency […]

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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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