Resume
Bend Studio: Unannounced Live-Service Project
Associate Level Designer, September 2022 — February 2025
Drafted, implemented, and iterated upon 15+ discrete Points of Interest (POIs) for an in-development live-service open-world multiplayer title using a proprietary in-house engine.
Established and wrote design guidelines for POI creation created by studying our vast-quantity of player telemetry data alongside studying insights from other open-world titles that improved our team’s work.
Rapidly achieved fluency with a proprietary engine’s World Editor in 4 months and became a primary touchpoint for fellow designers, artists, and programmers to learn how to use the level design toolset.
Pioneered best practices for how to best design terrain for any given POI using both traditional terrain-sculpting workflows alongside a newly developed terrain-mesh-displacement workflow paradigm.
Designed and iterated upon a playable vehicle-traversable road-network for a 1024m^2 play-area within 2 weeks while adhering to recently established best practices for road-network creation.
Co-developed systems to facilitate multiplayer world-object interactivity alongside combat-gameplay interactivity using a proprietary Scripting System within a client-side authoritative engine framework.
Consistently spoke out within the studio to honestly and constructively critique our team’s work while also highlighting our successes and was repeatedly commended by senior colleagues for my advocacy.
Specific and explicit non-generalized details of work or technology at Bend Studio are subject to NDA.
Isthmus Studios: Project Nautilus
World Designer & Creative Director, August 2021 — May 2022
Established Project Nautilus’ world-development pipeline between Autodesk Maya and Unity 3D to create a fully explorable underwater cave-system to facilitate engaging traversability mechanics.
Led an agile incubation team of 7 to prototype an immersive first-person exploration game set in a single seamless world. Successfully pitched to faculty and was greenlit to expand to 25 developers.
Demonstrated our team’s game live to an audience of 300+ people including two dozen AAA industry developers and successfully released on Steam in May 2022.
Encounter Designer, Spring 2022
Independently explored VR level design and encounter design with the lens of creating emergent difficulty facilitated fully by player-decisions and developed using Half-Life: Alyx’s Source 2 tools.
Iteratively developed the combat sequence, level, and lighting using insights gathered from in-person demonstrations, open online playtesting, and feedback from a design mentor at Santa Monica Studio.
Learned incredibly important lessons in developing gameplay encounters that were vital to my interview process and design-test which successfully led to me entering the AAA game industry 4 months later.
System and Software Proficiencies
Level Editors: Proprietary World Editor, Autodesk Maya, Unreal Engine 4 & 5, Hammer Editor, Unity 3D
Programming: Proprietary Scripting System, C#, Unreal Blueprints 4 & 5, C++, Python, MEL
Software: Adobe Illustrator, Adobe Photoshop, Perforce P4V, Git Bash, Visual Studio IDE, Jira, Confluence, Microsoft Office Suite (Word, PowerPoint, Excel), Figma, Miro, Ableton Live 11 Pro
Education - Champlain College (Summa Cum Laude)
Bachelor of Science in Game Design (August 2018 - May 2022)