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Working on Kingdoms of Amalur: Reckoning's fantasy environments offered a lot of freedom, while also presenting the challenge of still making the world believable and cohesive within its own context.


In a game like this the world itself is a main character, with its own story and history to tell.  As World Designers it was our job to bring that to life.


I was responsible for terrain modeling, texture painting, high-level layout design and low-level asset placement, lighting, VFX, encounter design, gameplay pacing, and ultimately ensuring the environemnt supported the narrative.

Infitity Blade: Dungeons was slated to be a AAA dungeon crawler for iOS.  In addtion to level design, I did a lot of work with cinematics, as well as smaller cutscenes that gave the gameplay a bit more pop than most are used to seeing in mobile games.


Working with Epic Games and ChAIR was a great opportunity to learn from some of the best in the business.

Rise of Nations: Rise of Legends is the spiritual successor to 2003 RTS Rise of Nations.  I worked with narrative designers to build single player campaign and multiplayer maps.

Misc work helps me learn new software packages and gives me a chance to practice the more traditional skills

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