I am currently a Level Designer at Hardsuit Labs and have been working on Epic Games' LEGO Fortnite team for several releases. While a member of team, I have built a fully shipped level and multiple shipped POIs. I have worked with the team from the inception of multiple releases through shipping where I have worked with the gameplay and mission teams to refine levels and respond to team and player feedback to ensure my levels and POIs accomplish gameplay goals and work well with AI, optimization, and other technical requirements.
LEGO Fortnite is playable inside of Fortnite.
For LEGO Fortnite Expeditions I co-designed and built Utopia City.
Initial Blockouts
Landscape & Road work
Sidewalks, Foundations, and Docks mesh work
All propping and foliage placement
Built buildings, bridge, and shaped landscape for the vistas
Worked with AI engineers to ensure the maps showed off the AI in the best light
Worked with the Missions team to make sure mission areas met their requirements and supported fun gameplay
Responded to feedback from the team and playtests
For LEGO Fortnite Odyssey I designed and built multiple POIs that shipped for the Open World.
Converted old POIs to ruined storm biome POIs
Designed, built, and dressed several new ruined storm biome POIs
Designed, built, and dressed all floating island platforms and POIs appearing in the storm caves
Ensured newly designed POIs worked well and highlighted AI
Ensured hidden treasure chests were fun and rewarding to find
Iterated on POIs based upon feedback from the team and playtesting
Round Toast Studios
I worked at Round Toast as a Level Designer for a year where I built multiple levels for the team, scripted in-game events, helped design item pick-ups, and prototyped new gameplay mechanics. I also worked with the team to provide feedback and further refinement to the combat systems and level progression systems. Additionally, I worked to adapt and make necessary level changes to support co-operative multiplayer in time for the launch of Early Access.
Mortal Rite is available to purchase in early access on the Steam Store HERE.
Balanced Media Technology
I worked at Balanced Media Technology for close to 5 years. While there I spearheaded design on their in-development AAA Multiplayer First Person Shooter game, the 8 Cell. I designed, built, and scripted much of the POC demo as well as many of the unique gameplay mechanics and character abilities. Additionally I worked with a larger team on The 8 Cell's Vertical Slice and developed several mini-games that were released and playable by the public during E-Sports events that demonstrated BMT's technology allowing gamers to help scientists find solutions to real-world problems.
A trailer for The 8 Cell demonstrating some of my work is available on BMT's Website on THIS PAGE.
PeopleFun
At PeopleFun I worked as a Lead Designer and Product Owner for Wordscapes Search where I designed and introduced Limited-Time Events and a Collectible Portrait System while developing a number of additional features. I also worked as Product Owner for a casual puzzle game and guided the team through a transition from early development and pre-production into soft launch. Additionally I worked with production and our leads to develop a system for responding to data and turning around new builds quickly while in soft launch.