at Jet Set Games, Inc.
Las Vegas, Nevada Area
at Jet Set Games, Inc.
Las Vegas, Nevada Area
• Online Game Design and Team Management
• Design specifications and documentation
• Graphic User Interface layout, design, and functionality
• Online social systems in games and tools for managing those systems
• Setting, Story, and other creative writing tasks
• Level, event, raid, and world map design
(Computer Games industry)
2009 — Present (less than a year)
(Privately Held; Computer Games industry)
2008 — 2009 (1 year )
* Creating, owning, and maintaining the Vision for all games created and ensuring the team understands, buys into, is committed and driving toward fulfilling that vision
* Directing the Design & Art teams, ensuring that they creates fun, high quality, good looking and interesting content
* Giving direction and reviewing Design documentation and Art Creation
* Interfacing between Design Art, Programming and Production teams
* Long term planning and prioritization
* Coordinating with teams in the United States, China, and Brazil
(Privately Held; Computer Games industry)
2008 — 2009 (1 year )
* Lead Designer of Interzone Futebol, a PC, MMO soccer game
* Managing the design team.
* Creating and overseeing the writing of design documents
* Interfacing between Design, Programming, Art, and Production teams
(Privately Held; Computer Games industry)
February 2004 — January 2008 (4 years )
Lead Content Designer of FURY, a PC Player vs. Player MMO style arena combat game
Managing all designers on the Content Design team and responsible for ensuring that they creates fun, high quality, and interesting content
Maintaining ultimate ownership of all design areas that fall under the scope of Content Design: Levels, Prose, Interface, Controls, Social, etc.
Coordinating overall game creation path with the Creative Director, Lead Systems Designer and Development Producer
Wrote core design documents for Sanctuaries, Character Action, On-screen Interface, Incarnations, Vendors, In Game Email, Auctions and others
Initial design of Customer Service abilities, tools and policies
Interface design including detailed concept art and oversight of art creation and implementation
Creation of over four hundreds ability icons that convey the ability’s element, school and effect type
(Public Company; Computer Games industry)
June 2003 — January 2004 (8 months)
Working with players in and out of game to solve their customer service issues.
Priority access team, handling in game stuck and harassment issues tickets as soon as the player places them.
Investigating bugs and system flaws.
Knowledge Base Administrator, auditing the knowledge base solutions to maintain relevant accurate solutions as well as enter solutions for new issues as they come up.
Maintaining a relationship with the official player correspondents to make sure questions that came up in their various areas were address in the knowledge base.
(Public Company; Computer Games industry)
1988 — 2002 (14 years )
Heavily involved in the designing of games including level building, game system creation, puzzles, interface, story & play balancing.
Designer / Lead Artist for numerous million-unit selling and award winning games.
Supervised art production teams, assigning tasks, approving artwork, managing art pipeline & interfacing between the art and design teams.
Adapting design and artwork to convert existing PC games to various other platforms.
Creating in game and interface artwork, art methods, techniques, systems and implementation methods.
Involved in the creation of nearly every Westwood game for 14 years including Battletech, AD&D Eye of the Beholder and Disneys The Lion King.
(Non-Profit; 1-10 employees; Entertainment industry)
1996 — 1998 (2 years )
Running the live action version of White Wolfs "Vampire: The Masquerade." This is a cross between table top role-playing and improvisational theatre. People meet to actually act out their character face to face with other characters based on The Minds Eye live action rule set.
Coordinated an on going, real time, live action, story for a player base of up to 80 active players at its peak with 6 narrators and several non-player characters on the fly.
Creating a pre-game history of the games Las Vegas setting, incorporating real historical people and events into a fictional storyline that fit into White Wolfs World of Darkness setting.
Writing storyline, scripting and staging events in which player would interact.
Maintaining an immense player database between games and updating the live story based on players instructions on what their character is doing between games.
(E-Learning industry)
1985 — 1988 (3 years )
Sole artist for small childrens education software company.
Designed childrens software to be both fun and educational.
Teaching reading, math and basic programming to young children thru high-school-aged students.