
Game Designer
Las Vegas, Nevada Area

Game Designer
Las Vegas, Nevada Area
I'm a thirteen year game industry veteran with PC and console development experience covering multiple game genres and established intellectual properties.
Applied group management skills centering on communication and coordinated information flow, asset management, scheduling, and providing effective leadership within large-scale productions.
Hands-on experience with various aspects of game development from concept to completion, showing particular focus on interface, pacing, and presentation.
(Privately Held; 51-200 employees; Computer Games industry)
2004 — Present (5 years )
Universe at War PC/Xbox 360, Universe at War Expansion - Developed single player missions and multiplayer maps in a code environment utilizing Lua, XML, Perforce, and proprietary editing systems.
Star Wars: Empire at War and Forces of Corruption - Completed single player and multiplayer missions using Lua, XML, Perforce, and proprietary map editing systems. Worked directly with LucasArts loremasters and affiliated writers to ensure strict adherence to the established IP.
(Public Company; 5001-10,000 employees; ERTS; Computer Games industry)
2002 — 2004 (2 years )
Medal of Honor: Pacific Assault - Managed development direction and scheduling of the visual effects department. Coordinated resource and error tracking systems, using tools such as DevTrack, Alienbrain, and Perforce. Facilitated regular communication between several departments.
Lord of the Rings: Battle for Middle Earth - Provided reference material organization and distribution for art and design. Handled intellectual property distribution from New Line Cinema. Ensured basic staff requirements were met on a daily basis.
Command and Conquer Generals: Zero Hour - Managed development of multiplayer maps and constructed several maps personally. Coordinated completion and accuracy of multiplayer assets by design team members, both internally and externally. Facilitated and assisted with AI systems implementation.
(Public Company; 51-200 employees; ERTS; Computer Games industry)
1998 — 2002 (4 years )
Earth and Beyond - Completed construction formulas for various elements of the game environment. Reconstructed the entire background system for random reward generation.
Command and Conquer: Renegade - Developed all single player and multiplayer map concept models used for environment construction. Implemented actual mission content, including mission tracking and encounter generation systems, with Microsoft Visual Studios and C++.
(Privately Held; 51-200 employees; Computer Games industry)
1994 — 1998 (4 years )
Dark Sun Online: Crimson Sands - Coordinated design, implementation, and quality assurance. Constructed all primary background systems such as mission generation, encounter establishment, random reward methods, storyline and quest delivery. Became directly involved with community management.
War Wind , Steel Panthers, Soldiers at War, People's General, Dark Colony, Renegade, Alien Logic - Completed mission generation, campaign system construction, concept development, and quality assurance tests on several productions.
(Computer Games industry)
1994 — 1998 (4 years )
C++ Computer Programming - Foothill College, Palo Alto, California.
Scriptwriter Training - Robert McKee, Los Angeles, California.
Cryptologic Linguistics - Defense Language Institute, USAF, Monterey, California.