Professional Work

Game Design

LawBreakers – Boss Key Productions

Served as the multiplayer designer on the class-based arena shooter. My duties included:

-Tune and balance for all classes in the game their combat loops with one another. In the Dev Diary below, I talk a bit about what my process for tuning the game during a heavy user-testing period is like.

-Assisted in the prototyping and design of unique classes. While I was at Boss Key, I assisted in the creation and balancing of four classes: Gunslinger, Juggernaut, Wraith, Battle Medic and (my personal favorite) Harrier. The marketing video below shows off the final design of the Harrier but my original prototype that I had created with the gameplay programming team was pretty much was the kit ended up being. The idea came from a conversation where we asked the question, “What if Cyclops had a sibling that shot lasers out of their feet?”.


Rainbow Six|Siege – Ubisoft Montreal

Served as a game designer on core gameplay features such as:

-Weapon design, and the shooting system. In the marketing video below, the gameplay programmer who collaborated with me on the shooting system describes the design for recoil in Rainbow Six

-Design and balance of multiple Operator classes in the game that are focused on interacting with the destruction gameplay. Operators that I designed were: Sledge, Ash, Buck, Castle, Thermite, Blitz, Glaz, and Montagne.

-Designed the procedural destruction gameplay based on the new Real Blast destruction engine. Essentially, I was tasked with taking a technological breakthrough of the team and channeling it as the core pillar of which the game will live on. This task in particular was challenging and was only possible with the fantastic support and collaboration with the R6 dev team. (The video below from Rob Cram shows off my work well and the music seems appropriate too!).


Cyber Heist

Served as the creator/designer for this award winning indie game.

My main responsibilities were to create a tightly focused creative vision for the world, theme, and basic gameplay pillars of a two player asymmetrical cooperative game. I created the basic concept of the game and pitched it with my producer – Zac Truscott.

Below is the proof of concept video using the actual prototype gameplay that I designed. The Point-Man on the right is playing a first-person stealth experience while the Hacker player is playing a top-down strategy hacking game that involves hacking into objects within the Point-Man’s world like doors or cameras. This gameplay served as the basis of which the team built on for the game that would become Cyber Heist.

https://www.youtube.com/watch?v=IPGdzA1YFXo

To see more of Cyber Heist either watch the trailer below or click here