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.