Echtra Games / Zynga — Senior Designer
2016 – 2025, San Francisco, CA

  • Torchlight III (PC/Console): Built modular outdoor and dungeon environments including Hidden Falls, Grand Hall, and Voltura Village.

  • Scripted encounters, ambushes, and boss battles; tuned pacing and replayability.

  • Partnered with art, combat, and narrative teams to deliver franchise-aligned gameplay.

  • Unannounced Sci-Fi/Fantasy ARPG: Built hundreds of levels for both isometric and third-person prototypes, including wilderness, enemy bases, cities, industrial zones, and space stations.

Kabam Inc. — Senior Designer
2014 – 2016, San Francisco, CA

  • Star Wars: Uprising (Mobile RPG): Designed 50+ levels across Nar Hypa, Bespin, Burnin Konn, and Mataou.

  • Unity level building: geo construction, set dressing, VFX, encounters, scripted events (Playmaker).

  • Senior strike team designer on unannounced RPG; contributed to balancing and encounter design.

Luminary Productions — Senior Designer
2014, San Francisco, CA

  • Greedy Goblins (Mobile): PVP runner with RPG elements. Designed obstacle sets in Unity, UI elements, and managed external art/sound vendors.

Zynga — Senior Designer
2008 – 2012, San Francisco, CA

  • Treasure Isle (Facebook MMO): Authored 100+ maps, quests, collectibles, and in-game items.

  • Designed content for Mafia Wars: Shakedown, CityVille: Hometown, ForestVille, Party Place, and Stampede Run.

  • Lead designer/art director for Sprockets (multiplayer vehicle shooter). Oversaw design and art direction.

  • Managed design team on Guild of Heroes (Diablo-style MMO); designed and implemented 12+ levels.

  • Designed features for Street Racing and Vampire Wars MMOs — specs, wireframes, flowcharts, and systems design.

LucasArts — Senior Designer
2007 – 2008, San Francisco, CA

  • Indiana Jones (Unreleased): Built blockworld environments in Maya; implemented cameras, encounters, and NPC interactions.

  • Lead on camera strike team; coordinated tools development with central group.

  • Created detailed maps and written level documentation.

Electronic Arts — Level Designer
2002 – 2007, Redwood City, CA

  • Titles: Dead Space (Preproduction), LOTR: The White Council (Cancelled), From Russia With Love, LOTR: The Third Age, LOTR: Return of the King.

  • Created paper maps, 3D blockworlds, and detailed level packets.

  • Implemented cameras, encounters, NPC interactions, and scripted events.

  • Designed modular dungeon and fortress system for rapid level creation.

Stormfront Studios — Game Designer
2002, San Rafael, CA

  • Lord of the Rings: The Two Towers (PS2): Implemented cameras, encounters, triggered events, and boss fights.

  • Helped turn an underperforming level into one praised in reviews.

Totally Games — Gameplay Designer
2000 – 2002, San Rafael, CA

  • Mission builder for original Xbox action shooter; scripted events in Python and proprietary editor.

  • Built levels, cut-scenes, AI templates, and creature designs.

  • Wrote paper designs covering gameplay features, mission flow, and objectives.

The 3DO Company — Associate Designer II
2000, Redwood City, CA

  • Portal Runner (PS1/PS2): Designed puzzles, levels, and scripted missions in 3D Studio Max R3.

  • Blocked terrain, balanced gameplay, and scheduled layout team tasks.

Postlinear Entertainment — Associate Game Designer
1997 – 1998, San Francisco, CA

  • Vigilance (PC, SegaSoft): Lead mission builder for 3 levels and demo.

  • Managed a four-person team; created schedules and gameplay direction.

  • Wrote intro movie script and oversaw mission flow/play balance.

AnyRiver Entertainment — Contractor: Mission Builder
1997, San Francisco, CA

  • Flying Saucer (PC, Software 2000): Designed and scripted 7 of 22 levels.

  • Responsible for AI behaviors, object placement, and event scripting.