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Soft Skills

  • Troubleshooting and technical problem solving in collaborative environments

  • Writing detailed system breakdowns and how-to documentation

  • Identifying and implementing optimizations to processes and workflows

  • Asking questions and accepting feedback

  • Maintaining productivity in an extended remote work environment

Hard Skills

  • UE4 + Blueprints

  • Frostbite Engine

  • C#, C++, Python

  • Git & Perforce

  • Trello & Jira

  • Testrail

  • Miro & Confluence

Personal Projects

Seals of Fate - 3rd person coop ARPG. Project Owner. Team of 4+. UE4.

  • Designed and implemented entity level and stat scaling system, ensuring player and monster progression are within reasonable bounds

  • Created dynamic monster spawning system, taking into account team size, difficulty, and average player level when spawning. Utilizes a normal distribution and point buy system to spawn monsters to ensure playthroughs are varied

  • Designed and implemented random streamed events and path switching. On level load, one of multiple world specific events are streamed in, keeping repeated playthroughs of an individual level from becoming too predictable

  • Designed and implemented 3 stage boss encounter which challenges players spatial awareness, reaction speeds, and teamwork skills

  • Guided development on five monsters with attack patterns and abilities that promote cooperation

  • Designed and over 50 talents, each providing a meaningful change to how a character functions

  • Authored design documentation and guides for onboarding as well as how to work within existing systems to create and adjust content

  • Mentor to team members unfamiliar with Unreal and source control

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Deicide - 3rd person team arena combat game. Solo project. UE4.​

  • MOBA-like ability system featuring multiple different resource systems

  • VS AI mode utilizing behavior trees to create complex enemy maneuvers

  • Balanced 7 characters based on playtest feedback

  • Conducted numerous playtests to document and resolve bugs

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Pixel Trip - Color tile matching mobile game. Team of 10. UE4.

  • Designed and implemented menu screens

  • Conducted quality assurance testing, documenting and prioritizing bugs

  • Taught programmers how to resolve documented bugs in engine.

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Armored Eternity - 3rd person mech shooter. Team of 7. UE4.

  • Designed and implemented:

    • Weapons(including balancing) and Weapon Overheat system

    • Upgrades shop

    • Menus and in game HUD

  • Functioned as primary QA tester, analyzing gameplay issues to determine root causes and recording issues in tracking software.

  • Coordinated daily stand ups and managed project direction

(Sep 2016 - Jun 2019​)

(Oct 2016 - Jun 2017​)

(Mar 2015 - Aug 2015​)

(Aug 2020 - Nov 2022​)

Work Experience

Technical Designer (EA SPORTS PGA TOUR) – EA Sports

  • Point of contact for golf courses and core golfer logic

  • Initial course setup and hookup to existing game flow

  • Created pipeline for displaying real world course data to players

  • Create python scripts to improve course workflows, ensuring courses are uniformly configured and gameplay vital entities are present

  • Created documentation for how to interact with courses as a designer or developer

  • Own post shot logic, implementing gameplay and presentation flow to simulate real world broadcast visuals

  • Instruct and mentor designers on course related tasks, testing, and P4 issues
     

Game QA Tester (FORTNITE) - Epic Games via Eastridge​

  • Perform functional and subjective testing, analyzing issues to find root causes

  • Assist new testers with learning processes and best practices

  • Communicating issues to conduits, producers, engineers, and designers

  • Hand-picked for Chapter 2 Season 3 strike team, testing new high value features including lifelike fire system and map flooding
     

Mobile Development Lab Specialist - Full Sail University

  • Taught core OOP concepts via C# for students in Mobile and Web Development Bachelor of Science programs. 

  • Improve student experience through continued curriculum feedback and development of solutions to resolve student pain points.

 

Game Designer - Free Dominion Studios

  • Headed systems design, led quality assurance, and guided development of multiple unreleased projects in addition to Pixel Trip.

(Mar 2020 - Mar 2021​)

(Feb 2016 - ​Feb 2020)

(July 2016 - Jun 2017)

(Mar 2021 - Present​)

Education

Bachelor of Science, Game Development

          Full Sail University

(Aug 2015)

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