Madden Mobile 20
Madden Mobile 20 is a free-to-play sports simulation game on mobile devices where you can assemble your favorite players in American Football into your own dream team and win the Superbowl.
My role on Madden Mobile 20 was to lead and manage the design team. I made the difficult decision to leave this team during production due to company practices and directives no longer aligning with my values.
Madden NFL Overdrive
Madden NFL Overdrive is a free-to-play sports simulation game on mobile. This release in particular had a focus on the new fast paced PvP game mode called Overdrive, where you could go head to head in a fantasy scoring style 3 minute match to beat your opponents.
My role was to lead the design team to create a new game mode and transition the focus of the game to a new PvP mode. In addition I made the complex strategies of football more understandable, designed and built the tutorial program for the game with a new tool I designed, and was a persistent advocate for the needs of the team.
Madden NFL 18
Madden NFL 18 is a sports simulation game where you can assemble your favorite players in American Football into your own dream team, or select a real world team and compete to win the Superbowl.
My role was to lead the design team and be the glue that kept all the parts together and moving. I helped improve team efficiency, morale, and game quality. I established more collaborative workflows, did research and a full breakdown of the menu organization and structure, designed the leveling system, created the level up packs, re-worked the on-boarding for the game, and created and tested content for launch.
Combat Lead: Enemy Team
Skylanders: Imaginators is a toys-to-life action 3D platformer. For the first time in the series, players can create their own characters, known as Imaginators, to defeat Kaos and his army of creations called the Doomlanders.
My role on Skylanders: Imaginators was to lead the enemy design team on all enemy design/implementation and all combat encounter design/implementation.
During my time with the team I helped spearhead a studio wide effort to switch to a new toolset, documenting everything to speed up the learning process for the rest of the team.
Skylanders: Trap Team
Senior Technical Designer
Skylanders: Trap Team is a toys-to-life action 3D platformer that utilizes a near-field communication reader platform, called the Traptanium Portal, that reads NFC chips located on the bottom of figurines. The figurines are then used in-game as playable characters. Later figurines named “Trap Masters”, working with the Portal Master, must try to capture all criminals that Kaos has released from Cloudcracker Prison, which held the most feared villains of Skylands.
My role on Skylanders: Trap Team was twofold. I developed systems for the enemy team to use for creating enemies and combat encounters that were both usable and performant. I also created the majority of the capturable ally heroes in the game.
Skylanders: Swap Force
Skylanders: Swap Force is a toys-to-life action 3D platformer. Players can quickly and easily swap the tops and bottoms of each member of the Swap Force. This allows for 256 different unique hero power combinations, and limitless gameplay possibilities!
My role on this project was simple and straightforward, and only required a couple months of involvement. The other Skylanders studio that I didn’t currently work at was shorthanded and needed help. I obliged and worked on their Final Boss Battle and the short level preceding it so they could ship on time.
Skylanders: Giants is a toys-to-life action 3D platformer. It builds upon the success of the first game and adds all new hero characters, including the Giants, which are heroes twice the size as the normal.
My first role with Toys For Bob was as a Systems Designer, working on combat and enemy systems. I developed a standard format and best practices for writing enemy scripts, created various systems for the enemy team, and optimized everything to hit performance targets.
Skylanders: Spyro’s Adventure
Skylanders: Spyro’s Adventure is a toys-to-life action 3D platformer. The 3DS version of the first Skylanders game was an entirely different game from the console version.
My role as Lead Scripter was pivotal to our team landing this game. Due to performance issues with trying to port the console game we had to rebuild the game from the ground up. I did a lot of R & D and supporting the team throughout the project to ensure we would deliver a great game and hit our performance targets.
Guitar Hero: Warriors of Rock
The Wii version of Guitar Hero: Warriors of Rock was a port, however, it featured an all new custom game mode called Roadie Battle, where 2 additional players that had a Nintendo DS could join a traditional 1v1 Battle and complete activities to help their guitarist or hinder the opponent. The inclusion of these power-ups and fast paced mini-games brought a fresh new take to the franchise.
For my part on this project I did scripting for many of the visual effects in the Roadie Battle Game Mode and for various menus in the game. I also helped the engineering team by merging down script and code files and actively fixing engineering bugs on the project.
Transformers: War for Cybertron
Transformers: War for Cybertron is a 3rd person shooter. The game takes place on the planet Cybertron, prior to the Transformers arrival on Earth. The Autobots and Decepticons are engaged in a civil war. The game can be played starting from either faction’s perspective.
The DS versions of this game were a dual SKU product, with each SKU offering a different narrative and different missions. I did both level design and AI design on this game, working on the final boss fight for one of the two SKUs.
Marvel Ultimate Alliance 2
Marvel: Ultimate Alliance 2 is an action role-playing game. It features characters from the Marvel Comics universe and follows elements of the Secret War and Civil War story arcs. The game is played from an isometric dungeon crawl perspective and supports up to four players simultaneously.
My role on the project was to design various missions from start to finish, including building the level layouts, populating them, scripting them, and creating custom mini-boss fights where appropriate. As the project was closing in on Alpha I was a key part of a small strike team that was tasked with going back through every level and polishing them to a shippable state.
The Naked Brothers Band: The Video Game
The Naked Brothers Band game was a music rhythm game on the Nintendo DS. At the start of the project we didn’t have any tools for note tracking for a game like this, and had to build them.
I was the only designer on the game, and began by creating various rapid prototypes for the different instruments to discover what was fun. Based on these results I designed the mechanics for the game and worked with engineers to create tools to aid in the note tracking process.
I note tracked every song (still have them embedded in my brain to this day) and directed all playtesting sessions with our target audience, acting as needed on the feedback received.
Ben 10: Protector of Earth
I was a Level Designer on Ben 10: Protector of Earth, and designed many levels from start to finish.
My contributions included:
- Building level layouts and setting up collision
- Populating levels with pickups, hazards, enemies, etc.
- Set up enemy encounters, and boss battles, including the scripts for them
- Designed various game mechanics and boss fights throughout the game
Spider Man 3
For Spider Man 3 I worked with two different teams on two different games, the GBA game, and the DS game. The DS game was a 3D game that played along a spline with 2D controls. The GBA game was a classic 2D platformer.
For the DS game I designed various missions in their entirety, including building level layouts in 3DSMax, populating those levels with gameplay objects, and scripting various gameplay objects to support level designs for both myself and other designers as they needed.
For the GBA game I also designed various missions from start to finish, as well as designing various mechanics to be used throughout the game, and scripting the levels I designed.