Growing up I have always made others laugh, and to be honest I thought I would become an actor one day. However, upon putting Tomb Raider into my uncles PS1 I was destined to make games.
My youth was spent playing a lot of games and writing in notebooks with my best friend about the games we would make one day. I discovered D&D and began to DM and break down the systems. I drew maps of my own levels for Halo, wrote my own characters for RPGs, and crafted my own ways to play.
I attended the University of Advancing Technology to get my B.A. in Game Design. During that time I was a volunteer quest designer for NERO live-action role-playing games and accumulated over 10 years of experience building quests, designing RPG systems, and executing moment to moment action for players at live weekend events. I was a part of the most popular and successful role-playing games in the Mid-west pulling players from all over America. I attained a high-level position of design for C.A.S.T.L.E. inc leading design for world building, narrative, and game balance. Though passionate about traditional games I wanted to create video games so I moved to Florida to explore new opportunities.
In 2016 I was set on taking my career to the next level so I joined the University of Central Florida's Master program, "Florida Interactive Entertainment Academy." I also began development on Cosmonaut and co-founded Neon Chasm during that time. In the year I spent at FIEA I released two games on Steam one of which was nominated for Best Student Game at the Game Awards for that year.
Not long after I joined EA Tiburon in Orlando as a content designer. I worked on Madden Mobile designing systems and maps for the game.
In 2021 I joined Raven Software and currently work on the Call of Duty series, primarily Warzone as a systems designer.
Top 4s
Influential Games: Final Fantasy 7, Silent Hill 2, TESIII: Morrowind, Ragnarok Online
Influential Anime: Cowboy Bebop, Berserk, Re: Zero, Full Metal Alchemist
Influential Movies: The Last Samurai, The 13th Warrior, Jumanji, The Nightmare Before Christmas
Design Philosophy
Game Design is a never ending process of problem solving.
Games as a medium will continue to grow and I believe that this area of growth will be the merger of Narrative with Design. While a game can hold merit from design alone I believe the space to continue to pioneer is the overall experience that stems from this merge.
With the experience at the core the story does not need words to be told. In Hollowed I sought to execute the design based on a story of loss and utilizing the 5 stages of grief. This was the catalyst for an adventure between Halia and Oco. Not a single word was said but players could connect, feel, and experience the intended design we had for the game.
I believe games should be designed based on intuition and then reinforced by data and feedback. Design should be based on emotions, challenges, and philosophies. Design should have “purpose” to create the best experience.
Personality Type: INTJ
“Don't get set into one form, adapt it and build your own, and let it grow, be like water. ... Now you put water in a cup, it becomes the cup; You put water into a bottle it becomes the bottle; You put it in a teapot it becomes the teapot.”
-Bruce Lee
Linked-In: Brandon Kidwell
Twitter: @KanashiGD