About Me
I’m a passionate and versatile Game Developer and Narrative Designer with a deep love for creating immersive, story-driven experiences. My journey has taken me from the cinematic world of film to game development, where I’ve successfully contributed to projects like Doom: The Dark Ages and self-published multiple games, including one that was successfully released on PlayStation.
With experience in every phase of game development—from concept to launch—I specialize in blending narrative and gameplay seamlessly. I handle everything from cinematic design and technical implementation to creative and narrative direction. I am also an experienced gameplay engineer and level designer, making me a well-rounded and adaptable team member.
As an award-winning filmmaker and ArtCenter College of Design graduate, I use my film background to bring storytelling and visual artistry to life in unique ways. My goal is to create emotionally resonant experiences that not only captivate players but also push the boundaries of what games can achieve creatively.
Resume / Game Experience
Doom: The Dark Ages
Technical Cinematic Designer
id Software
Responsible for in-game cinematics, creating seamless transitions between gameplay and story-driven moments.
Collaborated with cross-functional teams to maintain player immersion and narrative flow throughout the game.
Identified and resolved technical issues affecting cinematic quality and narrative presentation, ensuring the final product met high standards.
Conducted rigorous testing and troubleshooting to ensure cinematic sequences were aligned with project vision and delivered on time.
COVENANT
Technical Gameplay Engineer
Legion Studios
Partnered with design teams to create and refine narrative-driven systems and mechanics that enhance player engagement.
Researched and developed tools to seamlessly integrate storytelling elements with gameplay, elevating narrative cohesion.
Created and implemented innovative gameplay features, including interactive inventory systems and dynamic environmental mechanics, to enrich the player experience.
Recorded numerous cutscenes for marketing and trailers, working with the team to ensure cinematic moments were aligned with the narrative and effectively showcased in promotional materials.
Midnight Acres
Solo Developer, Director, Producer
Self-Published on Steam
Independently developed and published a single-player FPS farming game, combining narrative-driven gameplay with atmospheric design.
Handled all aspects of development, including game design, programming, art, and sound, ensuring a cohesive and engaging experience.
Focused on delivering a tense, immersive experience, creating story elements that enhanced player engagement.
Designed and developed expansive open-world environments, creating immersive, dynamic landscapes that encourage exploration and strategic gameplay, while ensuring seamless integration with core mechanics and narrative elements.
Animalistic
Game Director, Producer, Narrative Designer
Self-Published on PlayStation
Led a team of freelancers, including artists, programmers, and composers, to create a narrative-driven action game.
Coordinated all aspects of development, from concept to release, ensuring timely delivery and high-quality content.
Secured a voice actor from God of War to enhance the narrative experience, elevating the game’s storytelling.
Oversaw successful publishing on PlayStation, managing the submission process and achieving a major milestone.
Island Crusaders
Solo Developer, Director, Producer
Self-Published on Steam
Designed and developed a mid-sized RTS with unique mechanics, handling every aspect of the project from concept to release.
Engineered core gameplay mechanics and systems, including resource management, combat, and AI.
Developed the art, sound, narrative, and technical implementation, delivering a fully realized player experience.
Successfully self-published on Steam, managing marketing, distribution, and post-release updates.