SOFTWARE CREDITS
SUMMARY 1991- current
|
Killer Instinct Season 3 (XBOX ONE, Win10)
|
Design Director
|
Killer Instinct Season 2 (XBOX ONE)
|
Design Director
|
Ryse: Son of Rome (XBOX ONE)
|
Lead Combat Designer, Asst. Motion Capture Director
|
Killer Instinct Season 1(XBOX ONE)
|
Expert Consultant, Combat Design Support
|
Darksiders 2 (Xbox 360, PS3, PC)
|
Principle Game Designer (Samael Boss)
|
Titan (now Overwatch (PC, in production)
|
Senior Designer Level II, Combat Designer
|
Diablo III (PC, in
production)
|
Additional Design, Combat Advisor
|
Star Wars: The Old
Republic MMO (PC)
|
Principle Combat Designer
|
Shred Nebula (Xbox 360 Arcade)
|
Game Director
|
The Da Vinci Code
(Xbox, PS2, PC)
|
Character Gameplay Scripting
|
Marc Ecko’s Getting Up (Xbox, PS2, PC)
|
Contract Combat
Designer
|
StarCraft Ghost
(Unreleased)
|
Contract Game
Designer
|
World of WarCraft (PC)
|
Contract Game
Designer
|
Criminal (Xbox, PS2
-Unreleased)
|
Project Director,
Lead Combat Designer
|
Indiana Jones (Xbox,
PS2)
|
Additional Design,
Gameplay Scripting
|
Buffy the Vampire
Slayer (Xbox)
|
Co-Team Leader, Lead
Combat/Character Gameplay Designer
|
Savage Quest
(Coin-Op)
|
Director of
Development, Producer
|
Skins Game (Coin-Op)
|
Green Light Pitch
and Concept Design
|
Tenth Degree
(Coin-Op, unreleased)
|
Game Director, Lead
Combat Designer
|
WeaponLord (SNES and Genesis)
|
Producer, Lead
Gameplay/Combat Designer
|
Pac-Man 2: T.N.A. (SNES, Genesis)
|
Product Manager
|
Super Street Fighter
II (Coin-Op)
|
Support Designer,
Character Designer (Dee-Jay)
|
Street Fighter II
Hyper Fighting (Coin-Op)
|
Co- Lead Designer,
Master Game Balancer, Project Manager
|
Street Fighter II
Champion Edition (Coin-Op)
|
Design Apprentice,
Game Balance Advisor, Project Manager
|
Dungeons and Dragons
(Coin-Op)
|
Design Apprentice,
Product Manager, License Manager
|
Dark Stalkers
(Coin-Op)
|
Design Consultant
|
Alien vs. Predator
(Coin-Op)
|
Design Apprentice,
Product Manager, License Manager
|
The Punisher
(Coin-Op)
|
Design Apprentice,
Product Manager, License Manager
|
Cadillac’s and
Dinosaurs (Coin-Op)
|
Design Apprentice,
Product Manager, License Manager
|
Slam Masters
(Coin-Op)
|
Design Apprentice,
Product Manager, Game Balance Advisor
|
Captain Commando
(Coin-Op)
|
Product Manager
|
3 Wonders (Coin-op)
|
Product Manager
|
|
|
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
|
·
25 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.
·
Comprehensive fighting and combat gameplay experience
covering planning, systems, engine and tools, creative direction, animation
direction, motion capture direction, implementation and final tuning.
·
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.
·
Unrivaled passion and experience in solving gameplay design
vs. animation timing/look challenges, creatively and technically directing
both sides to achieve great looking and feeling in-game results.
·
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
|
Software:
MS Office, Photoshop, Project Management Tools, MS Viso.
|
Programming/Scripting:
C++, Proprietary scripting text and visual based languages.
|
Level Editors:
Proprietary Editors similar to Unreal Ed.
|
Engines and Tools:
Extensive knowledge and use of proprietary engines and tools.
|
Pipelines:
Character
animation (hand, mo-cap, procedural, physics),
control/input, collision
|
(character, world, projectile), level creation, level event gameplay,
master game
|
balance/difficulty tuning.
|
Other:
Wwyse, Morpheme, 3D Modeling Software, Audacity.
|
Adaptability: Rapid mastery of new tools, pipelines and
working with engine capabilities.
|
|
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,
Vigil Games, current- unannounced.
Full Bio Available on request.
|