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Curriculum Vitae

Skills

Languages

  • Unreal Blueprint

  • C#

  • Lua

  • Ruby

Engines & Programs

  • Unreal

  • Unity

  • Hammer

  • Photoshop

  • Maya

  • Blender

  • Audacity

  • Visual Studios

Design Skills

  • Technical Design

  • System Design

  • Level Design

  • Combat Design

1047 Games

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Tech Level Designer

Sep 2024 - Dec 2024
Projects:

Prototyped gameplay and level systems in Unreal Engine using Blueprint for Splitgate 2, creating tools and mechanics that enabled the Level Design team to build distinctive and engaging gameplay spaces. These systems supported the development of levels with strong identity by enhancing player interaction, environmental storytelling, and pacing. The goal was to give designers flexible, reusable components to experiment with new ways of guiding players and reinforcing the game’s competitive and thematic goals.

Splitgate 2

High Voltage Software

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Technical Systems Designer

Oct 2019 - Sep 2024
Projects:

Worked with our client Epic Games to assist on development of Fortnite using the Unreal Engine and Blueprint scripting to design and develop game modes, systems, and devices in a live operations environment. My work included planning and implementing quest lines, items, and scripted quest events for Fortnite: Save the World, as well as prototyping and building new gameplay mechanics across multiple game modes. For Battle Royale Limited Time Modes, I integrated complex features and scripted systems, often collaborating closely with programming teams to polish and implement mechanics. I also authored detailed specification documents for systems across Battle Royale, Creative, and UEFN. In addition to gameplay, I contributed to economy balancing, item generation rates, and level design layouts for LTMs. I developed a range of gameplay devices and tools for Fortnite: Creative and participated in the creation of interactive systems for major live events, all built within Unreal and Blueprint.

Key Projects:

Fortnite: Save the World

  • Dungeons (2019)

  • Frostnite (2019)


Fortnite: Battle Royale – Limited Time Modes

  • Operation Knockout

  • Tilted Taxis

  • Fishing Frenzy

  • Air Royale

  • Snowdown Shuffle: Tilted Taxis & Air Royale

  • Comeback

  • Titan Hand Season-End Event


Fortnite: Creative / UEFN

  • Racing Checkpoint & Manager Devices

  • Hamaki Concert Wisp Device

  • Barrier, Damage & Mutator Volumes

  • Item Shop Device

  • Michael Jordan Event: Basketball Device

  • Creative Royale

Fortnite

BitLoft

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Game Designer

Oct 2018 - Apr 2019
Projects:

As a Designer on The Crystal Core, I worked in Unity to build and iterate level templates for rapid prototyping and gameplay implementation. I retooled these templates to align with curricular standards and implementation guides, ensuring they met both gameplay and educational goals. Working closely with the programming team, I integrated pre-built scripts and mechanics into functional levels. I also collaborated with the art team to design specialized level layouts used for in-game tests and exams. Additionally, I developed and implemented 2D Maze minigame templates within Unity, embedding curricular content into marked levels to support learning objectives.

The Crystal Core

Black Tesseract

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Game Designer

Aug 2015 - Oct 2019
Projects:

As Project Lead on AntiVirus, I led a multidisciplinary team of designers, programmers, artists, and musicians from concept to completion. Using Unity and scripting in C#, I designed and built the initial prototype, then implemented core mechanics, enemy behaviors, and level designs. I also managed the production timeline with SCRUM methodology, running regular meetings to ensure development stayed on track and met key deadlines.

In Mindless Robots!, also developed in Unity with C#, I served as Project Lead, overseeing the design and implementation of the game’s core mechanics. I scripted the functionality of custom AI units, including the Slowbot and Fastbot, and created a local file saving system to maintain level progression and scoring.

AntiVirus
Mindless Robots!

Academy of Art University

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Game development Lab Technician

Sep 2017 - Dec 2018

Provided guidance and technical support to students in game development, assisting with C# scripting, Unity and Unreal Engine workflows, as well as asset creation and implementation using Maya and Photoshop.

iD Tech Camps

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Instructor

May 2016 - Aug 2016, Jun 2017 - Aug 2017
Projects:

Taught E-Sports Level Design using the Hammer Engine to summer students, covering the fundamentals of tool usage, system workflows, and map creation. Emphasized key design principles such as level flow, player psychology, and balance in competitive environments. Provided hands-on guidance as students built their own maps, offering feedback and support throughout the design process.

Taught Level Design in Unreal Engine 4 to summer students, covering the fundamentals of tools, systems, and environment building. Lessons emphasized level flow, player psychology, and the design differences between single-player and multiplayer maps. Students were guided through creating their own levels using textures, static meshes, Binary Space Partitions (BSPs), basic lighting, and simple triggers. Additionally, I introduced them to Blueprint scripting, teaching them how to implement basic interactivity and gameplay logic within their levels.

E-Sports Design
Level Design

707 Games

Lead Game Designer

Aug 2015 - Jun 2016
Projects:

On Light Weaver, I served as the Level and Progression Designer, overseeing the design and structure of levels as well as the game's overarching progression. I directed the design workflow, ensuring consistency and quality across all levels, and managed secondary design elements to support core gameplay. I designed a key secondary mechanic that served as the foundation for puzzle and level design, collaborating closely with the Art and Programming teams to bring it to life. Throughout development, I implemented both visual assets and scripted elements to support gameplay functionality and narrative flow.

Light Weaver
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