Resume

Work:

  • Lead World Designer

    May 2024 - Present

    Netflix

    • Spearheaded the development of a groundbreaking AAA multiplatform game as a Lead World Designer.
    • Conceptualized and pitched innovative world maps, points of interest, combat encounters, and interactive systems.
    • Collaborated effectively with leads and directors to establish comprehensive gameplay metrics.
    • Collaborated with cross-functional teams (Lead Combat, AI, and Engineering) to create a robust scripting toolset for PvE encounters.
    • Populated the world with engaging PvE encounters and developed modular player objectives for both PvE and PvP gameplay.
    • Played a pivotal role in designing and implementing gameplay systems through effective collaboration with other design leads.
    Projects:
    • Unannounced AAA multiplatform game and original IP
  • Expert Level Designer

    Jan 2022 - Apr 2024

    31st Union

    • Partner closely with the Design Director to rapidly prototype and execute an original game vision in a new IP.
    • Created levels and mission encounters that are fun, challenging, and visually appealing.
    Projects:
    • Unannounced AAA large-world action multiplayer game
  • Lead World Designer

    Sep 2016 - Dec 2021

    Monolith Productions

    • Led and mentored a team of world designers to achieve project goals and exceed expectations in their roles.
    • Collaborated with design and art leadership to define world levels, gameplay mechanics, and overall aesthetic vision.
    • Championed innovative solutions within the constraints of in-house technology, ensuring project feasibility.
    • Managing a team of between 3 - 9 people.
    Projects:
    • Shadow of War – PS4, Xbox 360, and PC
    • The Desolation of Mordor (DLC) – PS4, Xbox 360, and PC
    • Wonder Women - In Production
    Key Achievements:
    • Pitching a variety of world map designs for Wonder Woman’s game (in production),
    • Managed a team of nine designers to deliver a high-quality world experience for Shadow of War (PS4, Xbox 360, PC)
    • Revamped three existing world maps for Shadow of War, resulting in improved clarity, flow, and player experience.
    • Designed the world map, planned POI locations, and collaborated with other design leads to implement encounters and missions for The Desolation of Mordor DLC (PS4, Xbox 360, PC).
  • Senior World Designer

    Monolith Productions

    • Partnered with design and art leadership to define level, gameplay, and aesthetic goals for projects.
    • Developed creative solutions while adhering to the technical limitations of proprietary technology.
    Key Achievements:
    • Owned the Minas Ithil level design and development in Shadow of War (PS4, Xbox 360, PC), ensuring it adhered to artistic direction and movement gameplay mechanics.
    Projects:
    • Shadow of War – PS4, Xbox 360, and PC
  • Senior Environment Artist and Level Designer

    Nov 2007 - Feb 2015

    Sucker Punch Productions

    • Exemplified exceptional skills in world layout, level design, and 3D environment creation.
    • Consistently delivered high-quality, immersive environments for the inFAMOUS franchise, contributing to its critical and commercial success.
    • Demonstrated strong collaboration and teamwork with artists, designers, and other disciplines to achieve exceptional results.
    • Leveraged technical expertise to optimize level design and performance, ensuring a seamless player experience.
    Projects:
    • inFAMOUS for PlayStation3
    • inFAMOUS 2 for PlayStation3
    • inFAMOUS 2 DLC "Festival of Blood" for PlayStation3
    • inFAMOUS Second Son for Playstation4
    • inFAMOUS Second Son DLC "First Light" for PlayStation4
    Key Achievements:
    • Played a pivotal role in designing and developing the snowy mountain environment for the inFAMOUS Second Son DLC "First Light."
    • Collaborated with the game design team to create engaging and challenging levels for the inFAMOUS series.
    • Developed innovative modular building and metrics systems to streamline production and enhance level variety.
    • Managed and mentored junior team members to foster their growth and development.
    • Maintained the highest aesthetic standards throughout development, ensuring visually stunning and cohesive environments.
  • Design Visualization Specialist

    Jul 2006 - Nov 2007

    Parsons Brinckerhoff

    • Enhanced client communication through compelling 3D visualizations.
    • Provided valuable insights into design, materials, and lighting improvements.
    • Utilized 3D rendering techniques to create impactful presentations.
    Key Achievements:
    • Developed visually stunning 3D models to convey design concepts to clients effectively.
    • Collaborated with architects and designers to ensure accurate and aesthetically pleasing visualizations.
    • Improved client satisfaction by providing a clear and comprehensive understanding of project proposals.
  • Senior 3D Environment Modeler

    Jan 2004 - Jul 2006

    Ballena Technologies

    • Created highly realistic 3D visualizations of stadiums based on architectural blueprints and video references.
    • Contributed to a small team responsible for developing and maintaining 3D models, lighting, texturing, and animation.
    • Demonstrated proficiency in 3D modeling techniques to represent stadium environments accurately.
    Key Achievements:
    • Developed detailed 3D models of various stadium components, including seating, field, and signage.
    • Implemented realistic lighting and texturing to create immersive and visually appealing visualizations.
    • Collaborated effectively with team members to ensure project deadlines were met.
  • Student Tutor

    The Art Institute of Seattle

    • Provided academic support to students in Flash and HTML courses.
    • Aided students in comprehending complex course material and assignments.
    • Cultivated a positive and supportive learning environment.

Education:

  • The Art Institutes

    Associate's Degree, Animation, Art and Design

    President's List

  • Western Michigan University

    Coursework in Master of Computer Science

  • Parahyangan Catholic University

    Bachelor of Architecture Engineering

Toolsets:

  • Unreal Engine 5
  • Proprietary Engine - Firebird
  • Houdini
  • Maya
  • 3D Max
  • Mudbox
  • GAEA
  • Adobe Creative Suite
  • Microsoft Suite
  • JIRA
  • P4V

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