2009-2010                            Slipgate Ironworks                             San Mateo, CA
Game Designer

  • Directly responsible for designing level layouts, blockouts, and enemy population.
  • Responsible for designing and iterating on several PvE instances and many PvP arenas in Unreal 3 and in Unity (early prototype).
  • Worked closely with other members of the design team to help flesh out player abilities, enemies, and inform high level features of the game.
  • Worked with Art and Engineering departments on other tasks, such as bringing block out levels to initial art passes and helping to define enemy AI behaviors.

2008-2009                            Slipgate Ironworks                             San Mateo, CA
World Designer

  • Zone Designer – responsible for blocking out level flow, defining points of interest, and maintaining zone documentation
  • Enemy Designer – designing monsters, their abilities, and authoring these entities and their abilities in  our proprietary content creation tool
  • Working with Systems Design, Concept Art, Animation, and Character Technical Art departments to bring these monsters from concept to implementation in the game
  • Population Specialist – Creation & maintenance of population maps, spawn placement
  • World Scripting – Implementing many simple & complex scripted events using the content creation tool and World Editor
  • Created pre-visualization models using SketchUp for both blocking purposes and for the Environment Art pipeline
  • UI Designer: Worked closely with the UI Lead to prototype User Interface elements and UI screen layout for many core systems including Inventory, Quest Journal, Vendor, Map, and Marketplace
  • Providing qualitative design/content feedback & suggestions in collaborative environments that resulted in several key features and zone ideas being implemented in the game

2007-2008                            Slipgate Ironworks                             San Mateo, CA
Quality Assurance Tester

  • Creation of test plans (game content & dev tools) using Microsoft Excel, including cover sheets for presentation to producers
  • Black box testing (game content & dev tools)
  • Writing detailed bug reports for our bug database and verifying fixes
  • Testing our core, proprietary developer tool and writing training/user guide for it
  • Working on backlog task for the lead tools programmer, converting data to use our proprietary developer tool

2007                                       Perpetual Entertainment                   San Francisco, CA
Quality Assurance Tester

  • Performed black box testing while following test scripts for build verification, smoke testing, game content tests, as well as freeform testing, to find, report, and verify the correction of bugs using the JIRA bug tracking software system.
  • My areas of responsibility were to test Gods and Heroes: Rome Rising and Star Trek Online to ensure balance, functionality, and adherence to design specifications in regards to combat, class abilities, items and equipment, quests, game dialogue spelling, grammar, and clarity.
  • Additional tasks and responsibilities: One of the five testers in the company to be entrusted with the task of performing user level testing to provide critical feedback on playability, fun factor, level progression, and intuitiveness of the user interface.
  • Volunteered in performing multiple reviews of the Gods and Heroes player manual for: consistency, spelling, grammar, clarity, and verification that explanation for all content was included.


2003-2006                      Academy of Art University        San Francisco, CA
BFA in Animation & Visual Effects, Focus in Level Design & Environments


3DStudio Max (3 Years)
Actionscript 2.0 (1 Year)
Adobe After Effects (3 Years)
Adobe Flash CS3-CS4 (1 Year)
Adobe Photoshop CS-CS4 (5 Years)
Google SketchUp 6 (1 Year)

Hammer (2 Years) 
JIRA Bug Tracking System (1 Year)
Maya (3 Years)
Microsoft Excel (2 Years)
Microsoft Visio (1 Year)

Microsoft Word
Perforce (2 Years)
Test Track Pro (2 Years)
UnrealEd (2 Years)

Additional Skills & Information

My time in the games industry has shown me the importance of maintaining strong communication skills and always being adaptive to the change and growth of a project by having the initiative to take on new tasks and responsibilities.  Being a fast learner and an adaptive team member, I worked with no less than four departments at Slipgate Ironworks, helping out wherever I was needed most – Quality Assurance, World Design, UI Design, and Systems Design respectively.  Being a design generalist has helped me to greatly diversify my skill set, making me a valuable, flexible team member that can continue to contribute quality work throughout a project’s production cycle.


Epidemic Film Festival 2007
Received award for “Best Games – Project Octopus”

Academy of Art University Annual Spring Show 2006
Crematorium, Unreal map finalist for Level Design & Environments for Games Award

Recommendations for my work can be viewed on LinkedIn:

Additional references available upon request

Click Here to download a copy of my resume as a Microsoft Word document