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