Game Designer

Since 2012 or so, I’ve been making video games, and that’s mostly how I’ve made a living.

I’m primarily a designer: putting together rules, gameplay systems, decision structures, and level layouts to craft experiences that players appreciate.

I also have years of experience coding, mostly for games but occasionally for other projects. I’m most comfortable working in C#, but I’ve also worked in C++, Python, and Lua. I’ve learned to work in engines like Godot, Unity, and Relic’s proprietary Essence engine.

More recently, I’ve started trying to practice my visual art skills (more on that here).

Have You Played My Games?

Spore Valley

I initially built Spore Valley as an entry into the 72-hour Ludum Dare game jam, and after that effort went well, I decided to take it to use it to work my way through an entire production pipeline on my own. I hired contractors for art and music, while everything else was my work. The game is built in the open-source Godot engine, using C#, and available on Steam and Itch.io.

Stellaris

I’ve worked on some recent content for Stellaris, most notably the Infernals species pack. My work on Stellaris is narrative design focused, mostly in terms of writing flavour text and event text, and helping to structure events and storylines.

Age of Empires IV

I’ve been involved on all the campaign content in Age of Empires IV in one way or another. I was the primary designer on several missions in the Mongol and Abbasid campaigns, contributed support to several other missions in the original campaigns and the Sultans Ascend campaign, and have been contributing narrative design and level design support to further story-focused DLC since then.

Company of Heroes 3

I contributed level design and scripting work to a few of the campaign map missions for Company of Heroes 3.

Marvel: Contest of Champions

I performed technical Quality Assurance for Marvel: Contest of Champions, in particular focusing on testing performance across a wide range of devices, identifying tech art and optimization issues, and ensuring compatibility across the evolving mobile landscape.

Dawn of War III

I worked for several months as a UI programmer on Dawn of War III while the game was being built in the Unity engine, and then during the project’s transition to the Essence engine.

Company of Heroes 2

My first commercial game project was Company of Heroes 2, where I worked as a co-op designer on some multiplayer balancing and reward content, testing, some basic UI scripting and design, and tools. It was an interesting and eclectic mix of things that provided a compelling start to my games career.