Professional Experience

Producer ~ **Game Designer** ~ Noise Maker



LEAD GAME DESIGNER

Nix Hydra

Color Drop: Match + Paint

  • Featured by Apple without any prior communication
  • 6 months dev cycle from production to SL with only 1 week soft launch
    • D1 Retention at 41% during SL
    • WWL ARPDAU = $0.05
  • Designed the overall concept and upheld the vision throughout the development process
  • Owned all game systems and tuning
    • Match + Painting Mechanics
    • Scoring/Turns
    • Puzzle generation
    • Blitz Magic
    • Powerup Mechanics
    • Pacing
    • Tutorial Requirements
  • Tuned overarching game tempo as well as over 50% of the puzzles
  • Designed IAP systems with Project Manager
  • Directed the strategy and implementation of puzzles
  • Created and implemented puzzles
  • Prioritized the implementation of features
  • Wrote user stories, and where appropriate delegated the completion and the writing of design documents

LIVE GAME DESIGN

  • Regularly monitor and analyze KPIs
  • Develop plan to improve retention and IAP
  • Work with PM to develop acquisition strategy
  • Release planning, balancing new features with improvements on current features based on data

SOUND DESIGN

  • Identified source, edited, and created all in-game SFX
  • Designed a scheme to differentiate between game feedback, touchable UI, and scoring elements
  • Edited music to loop cleanly
  • Mixed the game to be appropriate for a mobile platform


Sticker Quest: A Daily Adventure

  • 6 week dev cycle
  • Led a team of designers, artists, and engineers to release a complete core loop with IAP in 6 weeks on a brand new platform (iMessage)
  • Featured in the App Store

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CAREER GROWTH & MANAGEMENT

  • Managed a group of designers ranging from entry level to senior level
  • Regularly held One on Ones
  • Developed Designer Job Growth Matrix for Nix Hydra

BUSINESS STRATEGY

  • Regularly met with leads/founders to ensure products are in-line with company expectations
  • Helped steer direction based on industry experience



SENIOR GAME DESIGNER

Warner Bros.

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DC Legends

SYSTEMS

  • Social Systems and Guilds

NARRATIVE

  • Tutorial Setup
  • Cut Scene implementation
  • Dialogue Editing

Unreleased Turn-based Strategy

SYSTEMS

  • Character Progression
  • Player Progression/Map System
  • Playing-Card designs and mechanics

LEVEL DESIGN (IN UNITY)

  • Battle Layouts
  • Character Placement (offense and defense)
  • Bonus items
  • Round Objectives

CONTENT DESIGN

  • Designed Map Themes based on unlocked character

Unreleased Casual RPG

SYSTEMS

  • Relationship System
  • Micro-game Designs
  • Interactive Object System
  • Character Creation System
  • Object Placement System

CONTENT

  • Character/Persona Types
  • Clothing Guides
  • Jokes/Text writing

TUNING

  • Character Progression
  • Scoring (Relationship, Points)
  • Probability Calculations for Character Slot Machine mechanic
  • Currency


CONTENT & LEAD NARRATIVE DESIGNER

TinyCo

Family Guy: The Quest for Stuff  – TOP GROSSING

GAME OBJECTS AND CONTENT

  • Defined Content (buildings/decorations/rewards)
  • Defined character and object collections
  • Worked with artists and animators to bring content to life
  • Worked with Project Managers to ensure content is exciting and monetizes well
  • Provided theming for events that support our mechanics

WRITING

  • Tasked & scheduled myself and other Family Guy writers
  • Worked with show writers at Fuzzy Door/FOX to keep product on brand and obtain final quest text
    • Scheduled deadlines and turn around time for approval from show writers
    • Maintained a positive working relationship
  • Defined character actions
  • Crafted quest chains in conjunction with PMs that maximize player engagement, retention, and monetization
  • Wrote 1st draft quest flavor text
  • Wrote flavor text for all buildings, decorations, and other collectibles
  •  Wrote functional text including: modals, push notifications, promotional materials

TRADITIONAL GAME DESIGN

  • Proposed new mechanics that enhance the overall game experience

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SENIOR GAME DESIGNER

Disney Interactive

Unreleased Builder

GAME DESIGN

  • Developed a prototype for unannounced Pixar title
  • Regularly tuned and updated values for prototype
  • Mission/Quest Writing for unannounced title
  • Character Design on unannounced title

Tiny Death Star

CONTENT DESIGN

  • Characters
    • Planned character releases. Worked with Lucas to receive approval
  • Decorations
    • Came up with decorations and objects for decorating events. Worked with Lucas to receive approval
  • Text
    • Wrote character text . Worked with Lucas to receive approval
  • Event Design
    • Brainstormed and planned events and their theming. Worked with Lucas to receive approval

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GAME DESIGNER

Electronic Arts

The Sims 4

  • Designer for Create-a-Sim and various gameplay features
  • Wrote detailed design docs covering the entire
  • Worked with engineers to design a dynamic tagging system via proprietary tools. The tagging system ensured that generated NPCs and random options within Create-a-Sim would go together based on tags.
    • Tagged and tuned hundreds of assets
  • Wrote quirky catalog text that captured the spirit of The Sims

The Sims 3 – Expansions

  • Wrote hundreds of design docs (content design and systems design)
  • Wrote opportunity quests, wish trees, catalog text, career text
  • Tuned hundreds of features including skills, careers, socials, interactions, in-game currency, buffs
  • Collaborated with dev team members regularly to improve features
  • Filed and fixed many bugs

Expansion List

  • Sims 3 Pets
  • Sims 3 Generations
  • Sims 3 Late Night
  • Sims 3 Ambitions
  • Sims 3 World Adventures (Additional Design credit)

SimAnimals Africa (Wii)

  • Designed a herding system
  • Designed an animal marking system
  • Designed several mini-games
  • Wrote story and character text


ASSOCIATE PRODUCER

Electronic Arts

FEATURE PRODUCTION

  • Responsible for scoping of owned features
  • Prioritized all owned features
  • Tracked completion and approval of all objects
  • Produced in both Agile and Waterfall projects
  • Approved all Test Suites for owned features
  • Regularly Played, Tested, and Requested Improvements
  • Served as liaison between all involved development team members in
    making sure there were no bottlenecks or dependencies
  • Scheduled all meetings for features

OPERATIONS:

  • Quality Assurance
  • Text and Localization
  • ESRB submissions
  • Legal Submissions for Dev Team
  • Liaison for Prima Guide
  • Digital Download scheduling
  • 3rd Part Submissions (Sony, Nintendo, Microsoft)

Games:

  • SimAnimals Africa
  • SimAnimals
  • Sims 2 Castaway
  • Sims 2: Seasons
  • Sims 2 Pets: Console



ASSISTANT SOUND DESIGNER

Electronic Arts

SOUND DESIGN

  • Created and Edited hundreds of Sound Effects
  • Mixed In-game environmental SFX for both streaming surround and location based 3D emitters
  • Edited music
  • Recorded Foley SFX in studio
  • Recorded out in the field
  • Added SFX, dialog and music to in-game cinematics
  • Edited emitter scripts

MUSIC

  • Have extensive and very advanced skills in music
  • Formally trained pianist of 30 years
  • 28 years of classical violin training
  • Composing seriously for 18 years

Games:

  • Tiger Woods: 2006, 2006 (360)
  • Lord of the Rings: The Third Age
  • Tiger Woods: 2005
  • Tiger Woods: 2004
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