Professional Experience

Squanch Games

Level Designer

ForwardXP

Level Designer

Treyarch

Intern Level Designer

Unreal Editor for Fortnite

Six Flags Speedrun / Coca-Cola x Six Flags (Island Code: 0667-7898-1638)

Level Designer

  • A partnered project with Coke and Six Flags

  • Speed run game for the top streamers to compete in for the summer showdown at Six Flags Fiesta Texas.

Wacky Taxi (Island Code: 7437-6424-5887)

Level Designer

  • Open-world delivery game inspired by Crazy Taxi.

  • Players cruise around the map picking up passengers, completing challenges, and upgrading their ride.

Fight Night (Island Code: 1531-6312-8503)

Level Designer

  • 4 vs 4 night time capture the flag

  • Players use the lights around the map to sneak and fight

Extract or Die (Island Code: 9862-4745-5979)

Level Designer

  • 16 player extraction shooter where four teams race against the clock, in order to launch the nuke in the center of the map.

TimeSplitters Rewind

Level Designer

Overview

An upcoming TimeSplitters fan game being developed using Unreal Engine 4.

Warzone

  • A redesign of Warzone from TimeSplitters 1 using Maya to do the blockout and Unreal Engine 4 to create the playable level.

  • Took the layout of the original design and molded it to fit the redesigned gameplay of TimeSplitters Rewind.

  • Opened up previously closed off areas and created new pathways for the player to flow through the map.

  • Modeled the whole map using maya and made to be UV efficient and ready for texturing.

Graveyard

  • Used the silhouette of the original design and created a brand new flow for the player to experience.

  • Modeled the whole map using maya and made to be UV efficient and ready for texturing.

Personal projects

Game Design Den “Ghost Of Tsushima” Competition

Level Designer / Game Designer

  • Made for the “Retrofit” Challenge hosted by the Design Den discord server.

  • Solely made using BSP along with a prebuilt character controller that I customized to fit the gameplay.

  • All the additional features such as pickups, killing, and teleporting were programmed by me to help the playthrough.

Third-Person Shooter

Level Designer / Game Designer / Combat Designer

  • Created inside Unreal Engine 4 using two asset packs as well as a gameplay pack to implement the gameplay and art.

Post Apocalyptic San Francisco

Level Designer

  • Built using Maya, in an effort to prioritize high-quality environmental storytelling with an emphasis on unique cinematic set-pieces.

  • The key components of gameplay design focused on exploration, engaging traversal and framing/composition that greatly emphasized San Francisco’s diverse architectural style.

Mx vs ATV Reflex “Digital Earthworks Editor”

Level Designer

  • Three tracks each with there own environment, style, size, and difficulty.

  • Uses custom made height maps I made in photoshop to mold the terrain