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Job : Payday 2 is a four player co-op fps that I worked on for about four years.

After about 2 years I became Lead Level Designer and continued making content.

My last level was released in December of 2017.

Job : On Bioshock Infinite I helped plan/script two levels along with making numerous prefabs.

Towards the later part of development I was added to the "Liz Squad".

As a member of the Liz Squad, it was our duty to script everything Liz-related for one level.

This includes: her interactions with the player, AI, environments, and side narrative.

I also shipped DLC pack 1 and worked on a bit of 2 and 3.

Job : Helped design a bus themed zombie level that allowed players to ride from area to area.

It was a twist on Treyarch's traditional zombie maps and would eventually become the

flagship map for Black Ops 2 Zombies.

Job : On Black Ops I worked as a designer on the Annihilation map pack. The new map,

Shangri La, was a jungle themed zombie map. The level was designed in layers that

overlapped, allowing players to easily traverse through the map. New features included

geysers (jump pads) and a shrink ray gun.

Job : For Singularity I worked on several different missions. I also scripted: Combat Sequences,

Puzzles, Buddy Ai, and a Mini Boss battle. I also prototyped out a Multiplayer Game Mode and

several game mechanic ideas. On the art side, I helped set dress and I optimized for


Job : During my time on Wolfenstein, I created and reworked over five levels along with

scripting and set dressing. I also helped brainstorm a boss battle and several cinematics.

Info : Prototypes and Polygons is a blog I started to keep track of the doodles I make in my

spare time. This blog shows off my more experimental side and gives you a glimps behind the