|
SOFTWARE CREDITS SUMMARY
1991- 2011 |
|
Blizzard's
Next-Gen MMO (PC, in production) |
Senior
Designer Level II, Combat Designer |
|
Diablo III (PC, in production) |
Visceral
Combat Advisor |
|
Star Wars: The Old Republic (PC, in production) |
Principle
Character Designer/Combat Designer |
|
Shred
Nebula (Xbox 360 Arcade) |
Game Director, Co-Lead
Combat Designer |
|
The Da Vinci Code (Xbox, PS2, PC) |
Contract Gameplay
Programming |
|
Marc Ecko’s Getting Up (Xbox, PS2, PC) |
Contract Combat Designer
|
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StarCraft Ghost (Unreleased) |
Contract Game Designer
|
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World of WarCraft (PC) |
Contract Game Designer
|
|
Criminal (Xbox, PS2 -Unreleased) |
Project Director, Lead Combat
Designer |
|
Indiana Jones (Xbox, PS2) |
Additional Design and
Character Programming |
|
Buffy the Vampire Slayer (Xbox) |
Co-Team Lead, Lead Character
Gameplay/Combat
Designer |
|
Savage Quest (Coin-Op) |
Director of Development,
Producer |
|
Skins Game (Coin-Op) |
Green Light Pitch and Concept Documentation |
|
Tenth Degree (Coin-Op, unreleased) |
Game Director, Lead Combat
Designer |
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WeaponLord (SNES and Genesis) |
Producer, Lead Game Designer,
Combat Designer |
|
Pac-Man
2: T.N.A. (SNES, Genesis) |
Product Manager
|
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Super Street Fighter II (Coin-Op) |
Support Designer,
Character Designer |
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Street Fighter II Hyper Fighting (Coin-Op) |
Co- Lead Designer,
Master Game Balancer, Project Manager |
|
Street Fighter II Champion Edition (Coin-Op) |
Support Designer, Game
Balance Advisor, Project Manager |
|
Dungeons and Dragons (Coin-Op) |
Product Manager, License
Manager |
|
Dark Stalkers (Coin-Op) |
Design Consultant |
|
Alien vs. Predator (Coin-Op) |
Product Manager, License
Manager |
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The Punisher (Coin-Op) |
Product Manager, License Manager |
|
Cadillac’s and Dinosaurs (Coin-Op) |
Product Manager, License
Manager, Support Designer |
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Slam Masters (Coin-Op) |
Product Manager, Support
Designer, Game Balance Advisor |
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Captain Commando (Coin-Op) |
Product Manager |
|
3 Wonders (Coin-op) |
Product Manager |
| |
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| PUBLICATIONS |
| Game
Pro’s Street Fighter II Hyper Fighting Strategy Guide (Lead Author
and Expert Consultant) |
| Game
Pro’s Street Fighter II Strategy Guide (Expert Consultant) |
| |
| SUMMARY
OF QUALIFICATIONS |
| 20
years of game development experience spanning console, PC and coin-op
markets. |
|
Extensive character gameplay design, hands on implementation and creative
leadership experience for cross-discipline collaboration and coordination of all
aspects of character gameplay and encounter production. |
|
Cutting edge mastery of "Action Motion Design", a development process that
plans and converts high-octane
Action Movie stunts and over the top "actions" into fun and
accessible gameplay. |
|
Expertise in the design and implementation of character gameplay animation
state managers, layered/blending animation behaviors and player control
timing required to get AAA “look and feel”. |
| Well
versed in full range of game design challenges from high level direction and
theory to the hands on execution of core game systems for player control,
AI, weapons, level spawning, master balance etc. |
|
Experienced in the use of latency hiding techniques in the design of class
abilities and supporting systems for online play, including multiple genres
(Fighting, Action-RPG, MMO, FPS) of PvP and PvE games. |
|
Strong documentation and communication skills covering design documents,
visualization of game mechanics, best practices/training materials, pitch
treatments and presentation, public speaking, etc.
|
| |
| TECHNICAL
SKILLS |
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Software:
MS Office, Photoshop, Project Management Tools, MS Viso. |
|
Programming/Scripting: C++, Proprietary
scripting text and visual based languages. |
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Level
Editors: Proprietary Editors similar to Unreal Ed. |
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Engines and Tools:
Extensive knowledge and use of proprietary engines and tools. |
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Pipelines:
Character
animation (hand, mo-cap, procedural, physics), control/input, collision |
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(character, world, projectile), level creation, level event gameplay, master
game |
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balance/difficulty tuning. |
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Other:
Wwyse, Morpheme, 3D Modeling Software, Audacity. |
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Adaptability:
Rapid mastery of new tools, pipelines and working with engine capabilities. |
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| PROFESSIONAL
EXPERIENCE
1990- Present |
| Sega
Of America, Capcom USA, Namco Hometek, Interplay Productions, Dead-On
Design, Atari Games, Interactive Light, Collective Studios, CrunchTime
Games, Bioware Austin, Blizzard Entertainment.
Full Bio Available on
request. |