WB Games San Francisco Game Designer, Content Integrator
I've been working at WB Games San Francisco for over 4 years now. I started on the game project Harry Potter: Wizards Unite. The game was an live-ops AR Collection game much like Pokemon Go where players send back famous creatures, characters and objects from the Wizarding world of Harry Potter. It was live for a little under 2 years before it shut down in 2021. I am currently working on a different project at the studio. As a Content Integrator my job is to find ways to create, modify, and implement different forms of content. Dissecting the technical aspects and finding the most streamlined way to add to a project. Some highlights of the work I've done include:
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Pathstream Technical Writer and Content Developer, 2018
I worked at Pathstream as an independent contractor on a Special Topics project set to be announced sometime in the future. There isn't much to describe while it has not been announced so here are some highlights of the work I did:
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CubeHeart Games Level Designer, 2017 - 2018
I worked on a 3D puzzle shooter game called Scale for CubeHeart Games. I was brought onto the project to do Level design as my primary task and help out where needed for Design and QA. I've been working on the game in the Unity engine. Here is a summary of the tasks I did working on the game:
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Unity Technologies Subject Matter Expert - Programming, 2017 / 2019
Unity Technologies hired me as a contractor to work on creating their Certification Tests from September 2017 to November 2017 and again for another Certification Test from Febuary 2019 to March 2019. They reached out to me choosing me for my knowledge of programming, game development and the Unity Engine. I worked with a team of people to develop content for the project. What I did during my contract:
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Reverie World Studios, INC. Senior Level Designer, 2017
Reverie World Studios hired me as a contractor for the Strategy RTS game Medieval Kingdom Wars as a Senior Level Designer. The game is currently on Steam and was released in 2019. I left when my contract was complete. I Worked in their unique custom engine and I created content for maps in the game. Here is a summary of what I did working on the game:
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Transmosis Unity Workshop Instructor, 2017
Transmosis hired me to create, manage, and teach a series of workshops with aims to teach college level students how to make games in Unity with little to no prior knowledge of the engine or game development. My goal teaching the class was to help them build a base of knowledge in Unity so that when the class ended they could branch out and learn how to make their own games without me.
There were 4 courses I taught in 6 hour a day workshops for 2 weeks at a time. I started with a test course to prove my ability to teach and construct a course calling the course "Unity Game Development". From there my contract was extended and I led the following 3 courses back to back: 2D Game Development, 3D Game Development, and Advanced Game Development. All the students that took all 3 courses were able to develop their own unique game projects from scratch and had a Beta version for Players to test by the end of the courses. The courses covered a wide range of basics for development but the main things I covered were:
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Demanpyro Studios Founder/Lead Developer, 2015 - 2019
Demanpyro Studios was what I called my company when working on games doing short term contracting roles. Starting in November 2015 I had a series of contract work developing and creating content for individuals or companies. Demanpyro Studios is different from my other contract work because I had to create or hire small teams of people to work on products and meeting with clients to concepts and prototypes ideas that mostly didn't make it past the Beta testing stage. I discontinued any work as Demanpyro Studios when I was brought on as an employee at WB Games. All of my work was in Unity and this is a summary of what I did:
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Crystal Dynamics Associate Game Designer, 2015
I worked as a contractor on the game Rise of the Tomb Raider, an Action-Adventure game developed by Crystal Dynamics. The game released November 10, 2015 for X-box One and X-Box 360, then on Windows in early 2016 and PS4 in late 2016. I was hired in March 2015 for a 3 month contract that got extended till the end of August 2015 when my contract ended. During my time there I worked mainly on collisions for the first half and then on fixing bugs for various areas of the game. Here is a summary of what I did while working on the game:
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Grimm Bros. Game Design and Programmer, 2013 - 2015
Dragon Fin Soup is a 2D Tactile RPG developed by Grimm Bros. I was hired August 2013 and worked on the project till 2015. The game released on PC and have later releases on Mac, Linux, Steam, PS4, PS3, PS Vita, IOS and Android based devices. I was brought on as a Game Designer and Programmer doing a range of different tasks. This was an indie company so I jumped around being a generalist and filling gaps where needed. This is a summary of my tasks
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Monocole Man Game Developer, 2011; 2013
Monocle Man is a 3D puzzle arcade game created by myself and a group of other students from the Cogswell Game Development Club. The game is meant to be a Student project that took a Global Game Jam Game from 2011 and put it on the Kickstarter OUYA Game Console as a launch title. I was one of the heads of the project and these were my task:
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Yobonja! Level Designer/Game Developer, 2011 - 2013
Blast Monkeys is a 2-D physics puzzle game for IOS/Android, Windows, Kindle Fire and Flash markets created by the company Yobonja. The main game for IOS/Android has 12 world each introducing a new gameplay element that was either beneficial or more challenging to players and with 30 levels in each world giving players over 300 levels to play around with. This doesn't include the levels made especially for other devices to compensate for physics and screen sizing. The game reached over 12 million downloads worldwide at its height. I came in as an independent contractor and developed over 100 levels for the game including the main version and versions on other devices. Over the year and a half I was contracted I also answered questions about the game on social media, forums, and emails. I also brainstormed designs for game elements in new worlds and helped in the process of adjusting gameplay before a finalized product was released into the market. The game has a sequel to the game called Blast Monkeys Forever that I also work on some level for that game as well. I had a fantastic time working for Yobonja! and they are an awesome company of game developers. My work I did for Yobonja includes:
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Chroma Club Level Designer/Game Testing, Design and Feedback Assistant, 2011 - 2012
Zoo Club was a game developed for the IOS/Android market by the company Chroma Club. The game gives players the ability to build, decorate and maintain their own zoo. I worked for Chroma Club as an independent contractor and these were my tasks:
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Cogswell Game Development Club Level Designer, 2011
Clark & Dagger is a cooperative stealth game where two players control 2 characters with unique abilities that help them get through a corporation. The game is a Game Development Club project that I worked on during my summer semester at Cogswell College and was submitted to the IGF at the Game Developers Conference in 2011. These were my tasks:
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