Founder, UX Design and Gamification Strategist
El Segundo, CA
Aug 2014 - Present (6 years 8 months)
Senior UI, Systems Designer
Big Red Button Entertainment, Inc.
Apr 2013 - Jul 2014 (1 year 3 months)
User Experience (UX) Design Lead, Lead Multiplayer Designer
Aug 2010 - Mar 2013 (2 years 7 months)
Provided strategic design leadership for UX/UI, multiplayer gameplay, levels, mechanics, and systems for LOST PLANET 3 (LP3), published by Capcom. UX work included generating UI wireframes, mockups, and flowcharts using Visio. Helped manage development schedules for cross-disciplinary UI group, multiplayer level design team, conducted usability testing. Also built/refined level geometry and gameplay scripting for both the main game and post-release DLC.
Development Manager, Senior Designer
Jul 2006 - Nov 2009 (3 years 4 months)
On the MERCENARIES franchise, I worked first as a Sr. Designer, then transitioned to a production-focused role as a Development Manager for pre-production on MERCENARIES 3. Received management training, Agile/Scrum certification, and exposure to Lean development principles while overseeing multiple interdisciplinary task forces. As a Sr. Designer, I designed and implemented rough level geometry and LUA-based gameplay scripting for a variety of missions and game types in the open world/sandbox genre. Also worked on LEGENDS, a cancelled 3rd person shooter-RPG hybrid,
UI, Game Designer
Electronic Arts Los Angeles
May 2002 - Jun 2006 (4 years 1 month)
Worked on the Medal of Honor FPS (MOH) and Lord of the Rings RTS (LOTR) franchises, serving as Multiplayer Design Lead on MOH: Pacific Assault and SP Player Design Lead on MOH: Breakthrough. Implemented high-level UI designs for MOH Pacific Assault and LOTR: Battle for Middle Earth 2, designed, scripted, and built level geometry for single and multiplayer missions for various MOH games (Airborne, Pacific Assault, Breakthrough, Spearhead) and also LOTR RTS.
Oct 1999 - Dec 2001 (2 years 2 months)
Designed, built, lit, and textured numerous levels for 2 projects, The Lost (3rd person survival horror RPG using Lithtech and Unreal) and Deep Cover (1st person espionage game, co-developed w. Looking Glass Studios using the proprietary "Dark" engine)