Hi πŸ‘‹

I'm a AAA Systems and Technical Designer

that has spent my career creating and owning level, puzzle and player mechanics; assisting other developers and making side projects with a passion.

My path started with a production internship on Shadow of War, then a student capstone where I led a team through a multi-stage pitch process to ship The Cursed Revolver. From there: gameplay engineering on Hogwarts Legacy, and 8+ years on the systems and technical design team on God of War: Ragnarok and Laufey at Santa Monica Studios. I have experience leading cross disciplinary features through the entire life cycle of a project, evaluating scope risks, creating opportunities and aligning teams around a strong design rationale.

What stuck with me across all my experience wasn't any single decision, but the process behind the decisions β€” the small pieces of reasoning more experienced designers passed down to me. I believe this is one of the main skills a designer must have to be successful.

View Experience β†’

Projects

Skills

Design

Systems Design Technical Design Puzzle & Mechanic Design Level Design Support Team Leadership

Process

Prototyping Cross-discipline Coordination Pitching & Stakeholder Review Tooling for Designers

Tools

Unreal Engine 4 C++ / Slate Visual Scripting Proprietary Engines

Read more of the thinking behind the work.

I write about the process, not just the outcomes, over at The Logical Game Designer.