I am Currently a Systems designer at Raven Software working on Call of Duty and Warzone.

I craft stories, be it moment to moment gameplay or a compelling quest.

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AS a designer I focus on systems, gameplay, and narrative.

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I have a passion for Action, RPG, and Horror games.


PROJECTS


Warzone 2.0

Associate Systems Designer @ Raven Software

What did I work on?

  • Design and scripting work on Interrogation, Strongholds, Gulag, Perk Packages, and Challenges.

  • Tuning Loot, Equipment, Field Upgrades, Killstreaks, and Perks.


Warzone

Associate Systems Designer @ Raven Software

What did I work on?

  • Design and scripting work on Airplanes, Perk Packs, Radar Jammer, and Big Game Bounty Contract.

  • Tuning Lethals, Tacticals, and Perks.

  • Focus on QoL updates such as Gas Mask and Armor Plates.


Madden Mobile 21

Game Designer @ Electronic Arts

What did I work on?

  • Lead narrative and economy design for several seasonal events including Madden Feast.

  • Designed and implemented core collection loops and the Madden History daily events.

  • Designer on collection system improvements.

  • Proactively developed content on an aggressive schedule set by the NFL season.


Madden Mobile 20

Game Designer @ Electronic Arts

What did I work on?

  • Designed and implemented Hall of Fame, Madden Feast, Team of the Year, and Easter events.

  • Handled economy design for collectibles, players, and sets.

  • Introduced new ways of utilizing current tech for more intricate gameplay loops.

  • Proactively developed content on an aggressive schedule set by the NFL season.


Madden Mobile 19

Assistant Producer @ Electronic Arts

What did I work on?

  • Designed and implemented King of the Board event & 4th of July events.

  • Implemented many gameplay loops throughout the season.

  • Lead design for the Tournaments Mode.

  • Proactively developed content on an aggressive schedule set by the NFL season.


COSMONAUT

Narrative Designer & Producer

What did I work on?

  • Lead narrative team and wrote dialogue for Simon, Captain S, and Jarobi.

  • Directed narrative beats.

  • Designed the Diogenes ship level layout.

  • Tuned zero-g mechanic, camera controls, weapons, and enemy behavior.

  • Managed backlog and tasking for the team.


HOLLOWEd

Narrative & Level Designer

What did I work on?

  • Lead overall narrative and world building for the game.

  • Scripted several narrative scenes and puzzles.

  • Owned the design for the “Reveal” mechanic.

  • Designed level layouts for utilizing the Reveal and Anger mechanics.

  • Built tools for artists to easily light levels.


C.A.S.T.L.E. Larp

Lead Designer & Writer @ CASTLE Inc.

What did I work on?

  • Handled class design for the core system.

  • Primary designer for Warden and Adept archetypes.

  • Led the design on the milestone skill system.

  • Oversaw narrative for cultures and cosmos.

  • Worked with designers to tune classes and skills across the game.