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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