I'm a Principal Designer with a career in AAA open world games. At Rockstar and Guerrilla I've created work I'm proud of and contributed to launches enjoyed by millions of players. I've been extremely lucky to be surrounded by talented developers who push me to get better at every step.
I've designed a wide range of levels: narrative-driven single player quests, open world activities, multiplayer missions and multiplayer game modes. That breadth has taught me how single and multiplayer differ, and how to design with that in mind.
I'm endlessly curious about every part of game development. I'd rather experiment, fail and succeed hands-on than have someone solve it for me. My expertise is level and quest/mission design, but I've taken every chance to try system design, game design and interactive object design. I've also developed a strong appreciation for scripting, writing scripts that serve my needs and help other designers with theirs.
Working with proprietary engines at Rockstar and Guerrilla taught me to adapt quickly to new tools, workflows and design philosophies, and my curiosity pushes me to master them and find better, more efficient ways to work.
I love mentoring junior designers. Even when busy, I make time to talk through challenges, explain the reasoning behind solutions, and help them realize their own ideas within project goals. Better that it's 75% there and theirs than 90% there and not!
I may not have the time to pour into games as I used to, but I'm endlessly fascinated by what other studios put out. It feeds my creative output and sometimes makes me think differently about what I'm making.