about
I've been making and shipping games professionally for over 15 years. I build the north star, then get in the trenches with the team to make it real. Testing, iterating, planning, debugging, shipping and connecting with the community. That's where the work actually happens.
My "Why"
I grew up on adventure games, RPGs and Nintendo.
Since I was was young, those experiences made a mark on me and I fell in love with the craft of creating compelling player experiences that transport the player to new imaginative worlds.
When I joined Disruptor Beam, we had a belief that was unfashionable at the time: free-to-play and social games could have that same narrative depth. They didn't have to be shallow to reach broad audiences. We proved it with Game of Thrones Ascent and Star Trek Timelines. We brought genuine storytelling to millions of players. That mission hasn't changed — it's what still drives me.
Currently
I'm an Advanced Designer at Next Level Games in Vancouver, working on Nintendo games.
Before NLG
I led the vision, gameplay design and prototyping for a new cross platform free to play game. I build the design and systems that allowed us to build a content design team and pipeline that scales for an action-adventure game using procedural and generative systems. I directed progression, level design and technical UI/UX design on Firewall Ultra (PSVR2); worked on visioning new AAA cross-platform titles at WB Games and prototyping in Unreal Engine 5; led product and design at Disruptor Beam through Star Trek Timelines, Game of Thrones and other titles; and shipped games across mobile, console, VR, and live service. I've spent a lot of time pitching games to IP holders, publishers, investors, government funding branches and then shipping them on all platforms.
Please reach out. I always love talking games and game dev with people.
Core capabilities
- Technical game design
- Systems design with narrative
- Game feel, gameplay design and player experience
- Gameplay systems, 3Cs, abilities & AI, progression, UI/UX
- Hands-on prototyping in Unreal (Blueprints, C++) and Unity (C#), or JavaScript/Typescript
- Designer tools, workflows, and content pipelines
- Level and mission design
- Team leadership and cross-discipline collaboration
Based in Vancouver, BC. If I'm not working I'm probably watching wrestling or playing an RPG -- tabletop or digital.