Warhammer Online: Age of Reckoning (Lead Content Designer)

I led content writing and implementation teams for Warhammer Online: Age of Reckoning. This included taking part in the development of the initial questing system; the chapter-based contextualization of game content; PvE and PvP zone-sharing and zone layout; public quest system ideation, feature development, and realization; world lore development (within the established I.P.); overall vision-keeper of content consistency and quality; and monster spawning, encounters, and boss fights.

WildStar (Lead Quest Designer)

I led content writing and implementation for a good portion of the development of WildStar. This included world lore development (under the oversight of the Lead Narrative Designer); overall vision-keeper of content consistency and quality; design and prototyping for the Path and Adventure systems; design and prototyping for the dynamic content system; monster encounters, and boss fights.

Vye (Co-Designer, Illustrator)

Working with my partners at Sand Hat Games, I developed the visual design and packaging for the hit card game, Vye, produced the illustrations, and served as co-designer for the core game systems.

Star Wars Rivals (Senior Designer)

Working with the engineering and art teams, I owned the design and development of the level editor and design tools. I created PvP and single player game modes and missions, including epic boss fights against iconic Star Wars characters.

Mystery Island (Landfall) - (Senior Designer)

As part of the Mystery Island team at Paragon Studios, I led strike teams in the establishment and iteration of key of key systems including combat and building for this unreleased survival game.

Star Wars: Galaxy of Heroes (Creative Director II)

Led the ideation and development for new characters, content, systems, and gameplay modes for this hugely successful mobile game.