• Sole developer/designer for 90% of the project.
  • Project Manager/Creative Director for the remaining 10%.

Team Chaos — Rooster Teeth vs. Zombiens

  • Pitch deck creation and delivery.
  • Prototype design and development.
  • Project Manager on the project as a whole.
  • Creative Director.
  • Balancing, tuning, effects, design, writing.
  • VO direction for the Rooster Teeth cast.

Team Chaos — Loot Raiders

  • Project Manager.
  • Creative Director.
  • Balancing, tuning, effects, design.
  • Writing.

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  • Sole Creator.



Team Chaos — Dragon Raiders

  • Creative Director.
  • Project Manager.
  • Level Designer.
  • Scripting, effects, balancing, tuning. 

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Team Chaos — I Dig It: Journey to the Core

  • Producer.
  • Initial design and consulting.
  • Marketing and PR.

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Team Chaos — Cat vs. Aliens

  • Project Manager.
  • Creative Director.
  • Lead Developer.
  • Marketing/PR.

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Team Chaos — Enigmo: Explore

  • Project Manager.
  • Creative direction.
  • Marketing and public relations.


Team Chaos — Dragon Trials

  • Project Manager and Creative Director.
  • Game design, writing.
  • Voice acting.
  • Marketing and public relations.

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Team Chaos — Dragon Academy

  • First project as Creative Director and Project Manager.
  • Worked on high-level project schedule and design.
  • Worked closely with the technical director to define goals, schedules, and potential implementation details and workarounds as they arose.
  • Did VO for dragons in the game, because that was awesome.
  • Designed and tuned a majority of the levels in the game.
  • Worked with team to define mechanics and map themes and progression.
  • Worked closely with outsourced agencies to produce audio and unique musical themes for the game.
  • Handled all writing within the game as well as marketing copy and press.
  • Various in-game system work.
  • Designed and implemented the game’s special effects, then worked closely with a technical artist to help tune and prettify them.
  • Post-release press, marketing, PR.
  • Post-release balancing and tuning of levels as we gathered metrics and further information on how players were playing levels.
  • Wrote copy for the game’s website.

Dragon Academy Promo 1 Dragon Academy Promo 2

Team Chaos — Elements: Broken Lands

  • Initial balancing and tuning of the cards within the game.
  • Worked with press and marketing to help promote the game.
  • Designed and handled scheduling for the game’s first major expansion: The Valley of the Titans.
  • Designed, tuned, wrote, and balanced the main campaign and expansions.
  • Wrote copy for the game’s website and the game guide.

Elements Promo 1 Elements Promo 2

LightBox Interactive — PlunderNauts

  • Design and implement high-level systems.
  • Take a rough, high-level implementation/design and refine and polish it.
  • Working in C# to write core game systems, tools, and general functionality to ease development.
  • Working in-office and remotely with our team.
  • Creating and scheduling tasks that need to be done in order to reach high-level sprint goals.
  • UI implementation from start to finish, along with all of the little polish bits.
  • General design work as far as UI wireframes, feature specs, system balancing, etc.

LightBox Interactive — Console Game [Canceled]

  • LUA script-base updates to ensure ease of scripting.
  • Roadmap for technological and practical improvements that would allow designers to do “more with less”.
  • Extensive prototyping using Unity to get an in-game “sketch” of design ideas while preproduction occurred throughout the rest of the studio.
  • UI design/implementation intended for parallel development using Flash, ActionScript, and Scaleform.
  • Guiding other designers with regard to structure/implementation/design.
  • High-level design work with leads.

LightBox Interactive — Starhawk

  • Worked, to some extent, on the entire campaign as technical, mission, camera, and level designer (my primary involvement can be seen here).
  • Cut scene design/implementation across the entire campaign.
  • Systemic and mission reviews.
  • Peer reviews for other designers to ensure good standards/clean code.
  • System design/implementation across the game.
  • Weapon camera and feedback tuning.
  • Developed and maintained a large portion of the scripting/development environment for designers across campaign and multiplayer.
  • Frequent design specs and documentation.
  • Provided daily, as-needed feedback to designers (and other team members) throughout development to help guide changes/work.
  • Tools for development.

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Stardock — Elemental: War of Magic

  • Worked in C/C++ with DirectX, HLSL, and the Win32 API daily.
  • Initially structured and developed the PC graphics/game engine used by this game (and other Stardock games).
  • Worked on a variety of gameplay systems such as city improvement/development, UI, and input response.
  • Did extensive design and development work on two of the game’s largest tools (intended to be player-facing).

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Stardock — Demigod

  • Design consultant.
  • Network architecture.

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Stardock — The Political Machine 2008

  • Design and development of several gameplay systems, as well as iterating on the original game’s gameplay systems initially.
  • Extensive UI design and development throughout production.
  • First Stardock game to use the updated graphics/game engine that I started structuring and developing during pre-production
  • System architecture.

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The Political Machine 2008 was sometimes a nightmare simulator:

Stardock — Galactic Civilizations 2

  • Various user interface and feature improvements, as well as the creation of the Governor system.

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Broken is a game about survival. As a wisp, the player will set up defenses around a giant heart in the center of the screen to defend it against various types of enemies. The defenses are constructed by connecting two mines together (mines which can be used as explosives, individually). The player’s goal is to hold out as long as he/she can. The game was developed in about a month using Unity 3.0.

In the Wind

In the Wind is a game about natural economy. The goal of the game is to rebuild the tree, which is the source of all energy in the game. Enemies will come in and suck life matter away from the tree, and it’s the player’s job to stop them; unfortunately, the energy to attack them also comes from the tree, so time the preparation for the aura explosion well. If the tree gets to 0% life energy, the game is over. This game was the last (and, really, my least favorite) of the particle game trilogy, because it’s not a game if it’s not in a trilogy.


Doubt is a ring-based shooter (developed in under a week) with the goal of suppressing the constantly-growing doubt cloud in the middle. The cloud feeds off of the pegs that it spawns around it (and as the game goes on, it can spawn an increasing number of pegs). You must destroy these pegs to limit the size of the cloud; if you can stick a bullet to the peg, it stops firing and eventually explodes. If you can string together a chain of pegs in a single explosion, you get more points and do more damage to the doubt cloud. How long can you last?


Balance is a one-button game that was developed in four days over the course of one week. Your energy is represented by the brightness of the white energy ball; the darker it is, the less energy you have. You can gain energy by absorbing energy from the pegs (but you will take damage and lose a point if you directly hit one). Keep your energy high to gain points. And seek out hearts.

Magnetic Butterfly

Magnetic Butterfly is a game about a butterfly that was born with an enormous wrecking ball attached to his core physiology. The game chronicles the life and death of this butterfly as he attempts to knock enemies/point objects off of the platform. To do this he must utilize his natural powers of magnetism with the platform in order to target his wrecking ball at the physical manifestations of the butterfly’s emotions (anger is a mean one).

Hobby — Asplode!

Asplode! is a simple top-down shoot-em-up in the vein of the classic Robotron. A player is given three lives to score as many points as possible by continually asploding terrifying enemies like the quick-moving Kamikazygons and the linear-moving Bonzaihedrons. The one enemy a player has to focus on while playing is the Pentabomb which will create a gigantic explosion instantly killing all enemies in its radius and attaching huge score multipliers to their deaths. Asplode! was developed using XNA Game Studio and can be played on the PC or, if built with the available game project and source code, deployed to the Xbox 360 for fast-paced polygonal action on everyone’s favorite prone-to-red-ring console.