Hello

I’m a technical game designer with an in-depth background in level design, programming, and system design.

Previously DigiPen, Microsoft, Netflix, and PlayStation VR.

Fortune 100 company or a small indie game team, I have taken an adaptive role in the design and development of countless projects over the past ten years. Learn more here about the adventures I’ve been on, and don’t be afraid to hit me up at any of the links below.

 — LinkedIn —  —  — Instagram — Snapchat — Steam

Select Projects

Nightbite

Nightbite is a blind maze game designed for mobile.
Memorize a safe path and get your night time snack!

Outbreak

Outbreak is a seasonal real-time 24/7 live-action outdoor game involving 200+ players across a university campus. It has previously featured both ‘Humans vs Zombies’ and ‘Battle Royale’ modes using nerf blasters and interactive websites for tracking gameplay.

Primary Role: Producer, Senior System Designer
Team: Outbreak Dev Team
Size: 16

Twin Falls

Twin Falls was a classic map created by Chris Polney for the King of the Hill game mode in Team Fortress 2. With the authors permissions and source materials, this map was ported over to Saxton Hale, an unofficial asymmetrical multiplayer versus game mode where one player gains super powers to overpower all of the others. This port included cleaning up glitches, lighting artifacts, and optimization improvements on top of expanding the layout itself to better fit this gameplay archetype.

Role: Level Designer
Type: Solo Project

The Garbage

The Garbage is a massive multiplayer map inspired by S.T.A.L.K.E.R. and designed for the Orange Box branch of the Source Engine. This project was not possible without the collaboration of Dave Brown. They provided permission and source material to improve the performance, stability, and fidelity of this map after its initial release.

Role: Level Designer
Type: Solo Project

Darkdolina

Darkdolina is a massive multiplayer map inspired by S.T.A.L.K.E.R. and designed for the Orange Box branch of the Source Engine. This project was not possible without the collaboration of Dave Brown. They provided permission and source material to improve the performance, stability, and fidelity of this map after its initial release.

Role: Level Designer
Type: Solo Project

Edifice

Edifice is a modern office building with the scene set in an average urban community. It was created for a mod using the Alien Swarm Deferred Lighting branch of Valve’s Source Engine.

Role: Level Designer
Type: Source Mod

ineu

ineu was originally created by Jordan ’Statua’ Grenkow and wouldn’t have been possible without their collaboration. They provided the base framework for this massive open-world map and the features its post-apocalyptic twin bring.

Role: Level Designer
Type: Solo Project

Stateline: 1964

Stateline: 1964 was built with a story to be told in each area of the environment. From chopped down trees outside the military base for tactical advantage to a well in the town that offers more secrets than it does answers.

Role: Level Designer
Type: Solo Project

Cataclysm

Cataclysm is a massive multiplayer map with a unique apocalyptic theme that was designed for the Orange Box branch of the Source Engine. This project was not possible without the collaboration of Dave Brown. They provided permission and source material from one of their previous maps to use as a foundation for what is seen here.

Role: Level Designer
Type: Solo Project

Capital

Capital takes place in the Half-Life universe on a Dam that has been taken over by the Combine as an outpost. This level was released as a proof of concept to showcase volumetric lighting in a Source Mod but later back-ported to support the Orange Box branch of the Source Engine.

Role: Level Designer
Type: Solo Project

Hallgrimskirkja

Hallgrímskirkja is a beautiful Lutheran church in Reykjavík, Iceland. The infamous structure was adapted for a map in Counter-Strike Global Offensive (Source Engine).

Role: Level Designer
Type: Solo Project

Waterworld

Waterworld was a Trouble in Terrorist Town map originally created by ‘TheDooglz’ based on Leith Waterworld, a leisure pool that shutdown in Edinburgh, Scotland. With the authors permission and source materials, this map was updated with a heavy focus on optimization and improved visuals.

Role: Level Designer
Type: Solo Project

Redemption

Redemption was originally released by Silver Knight and Raidenator for HGN in 2009, with the map becoming lost and broken in the years after. After retrieving the lost files it took nearly a complete remake of the map to recreate this apocalyptic take on a map beloved by the community. Now it’s back with faster performance, improved lighting with HDR, and higher fidelity assets. The improved world layout makes it easier to run on lower-end machines while still providing the open-world feel the map is known for.

Role: Level Designer
Type: Solo Project

Atomic

Atomic was originally released by Bigwig in 2009. Our collaboration involved a heavy optimization pass over the large open-world map to improve FPS on lower-end machines. The map was updated to a newer engine version and all known bugs at the time were fixed.

Role: Level Designer
Type: Solo Project

PCG

Dust PCG was released in August, 2014 to celebrate another birthday for Counter-Strike: Global Offensive. Dust PCG was completely based on a map of the same name for CS:S by Dave Johnston, the original creator of Dust 2 (amongst others). The map was loosely attributed as Dust 3, the successor to Dust 2, one of the most popular maps in competitive gaming entirely. As the files were lost over time, this map was only made possible by finding an image of the DVD that came with Issue 150 of PC Gamer Magazine.

Role: Level Designer
Type: Solo Project

Nuclear

Nuclear is a collaboration with {M}ark, the creator of Nuclear Winter 2. This map features a detailed open-world that focuses more on settlements than vast map size. Extensive optimization makes this post-apocalyptic map one of the best for users with low-end machines.

Role: Level Designer
Type: Solo Project

Mythic

Mythic is a Minecraft-themed map for Trouble in Terrorist Town in the Orange Box engine, originally created by Vincent-Rogue. This collaboration drastically improves performance from a heavy optimization pass, and improves gameplay by modification to the level layout and lighting.

Role: Level Designer
Type: Solo Project

Metro

Metro is a small detailed map that demonstrates the reimplementation of env_terrainmorph into the Source Engine. The modified version supports updating the collision hull in realtime, unlike its obsolete predecessor.

Role: Level Designer
Type: Solo Project

Lesson

Lesson was a commission-based freelance project that focused on creating a small and simple one-versus-one environment for Counter-Strike: Global Offensive.

Role: Level Designer
Type: Solo Project

Forlorn

Forlorn was the result of a two hour white boxing competition, also known as grey boxing or block meshing. It offered a basic city environment with an endlessly looping train, AI bird logic, and rough atmospheric sound design.

Role: Level Designer
Type: Solo Project

Redux

Redux was a commissioned map released on a time limited and exclusive basis for a Garry’s Mod community. It followed post-apocalyptic themes and required continuous iteration as the map was updated based on player actions and events.

Role: Level Designer
Type: Solo Project

Camel

Camel was released by user ‘alleycat’ for Trouble in Terrorist Town. Our collaboration included a heavy optimization pass, higher fidelity brushwork, updated lighting, and improved level layout.

Role: Level Designer
Type: Solo Project

Bangclaw

Bangclaw is a map created by PettZon to compete with a similar map titled ‘Downtown.’ Pettzon contacted me to collaborate as they were learning how to design and create maps in the Source Engine at the time, and needed help to optimize the open cityscape.

Role: Level Designer
Type: Solo Project

Alps

Alps was a collaboration with Aldez to bring a popular Counter-Strike: Source map into Trouble in Terrorist Town and heavily rework it to fit the new gameplay archetype.

Role: Level Designer
Type: Solo Project

67th Way

67th Way was originally created by username ‘McNugget’ with the help of a mutual friend who goes by the username ‘redcow.’ There have been hundreds of modifications and iterations of the map since it was released, however our collaboration was the first.

Role: Level Designer
Type: Solo Project

Vault

Vault was a collaboration with Snaws to recreate a vault from Fallout into Garry’s Mod at high fidelity. While initially the models and textures were ported directly over from engine to engine, it took time to create a toolset that allowed for modular brush-based rooms so the map could be expanded outside of its directly ported counterpart.

Role: Level Designer
Type: Solo Project

Tundra

Tundra is a Trouble in Terrorist Town map originally created by TCtully. With the authors permission and source materials, the map was given an optimization and lighting pass. All known bugs at the time were also patched, such as two out-of-bounds glitches and one area where the player could fall through the world.

Role: Level Designer
Type: Solo Project

Reactor

Reactor was a small room with a high level of detail that served as a proof of concept for a basic rewind mechanic in the Source Engine.

Role: Level Designer
Type: Solo Project

Rats

Rats is a Trouble in Terrorist Town map that is ported from a Counter-Strike: Source map by v33n (cat food) called ‘Death Cookin.’ With the authors permission, this map was vastly overhauled to fit the new gameplay archetype. Extensive optimization allows for higher FPS on low-end computers, and the updated engine provides improved lighting with HDR support.

Role: Level Designer
Type: Solo Project

Amsterville

Amsterville featured many iterations, one of which was a major collaboration. Originally released by F. Kalkman, the map takes place in the city of Holland with inspirations of Amsterdam. The level was later ported by DigitalExplorations in one of the screenshots below.

Role: Level Designer
Type: Solo Project

Radioactive Soda

Radioactive Soda was a fan project to recreate the classic feel of Fallout: New Vegas in Garry’s Mod, an Orange Box branch of the Source Engine. It was initially released on July 1st, 2016.

Role: Technical Designer
Team: SRN
Size: 6

Highrise

Highrise is a commission-based freelance project that aspired to recreate the experience that one of Call of Duty: Modern Warfare’s (2007) infamous maps provided. It was released on January 5th, 2015 in the Orange Box branch of the Source Engine.

Role: Level Designer
Type: Solo Project

DustCraft

DustCraft 2 is a commission-based freelance project that aimed to recreate Counter-Strike’s infamous Dust 2 with the graphics of a Minecraft counter-part. It was released on July 13th, 2014 in the Orange Box branch of the Source Engine.

Role: Level Designer
Type: Solo Project

Haunted House

Haunted House was part of an early cancelled Source Mod and was designed to gather research data on rather or not a compelling horror experience could be created without any actual threat to the player.

Role: Level Designer
Type: Solo Project

Enigma

Enigma is a dynamic pseudorandom level generator in the otherwise static brush-based Orange Box branch of Source Engine. It uses voxel-like technology and advanced optimizations to offer a dynamic scene that is different every round.

Role: Level Designer
Type: Solo Project

Deluge

Deluge is a showcase of a unique optimization and mapping technique that simulates object pooling, and allows for 10x simple physics objects than would otherwise be possible without significant code base changes to the Source Engine.

Role: Level Designer
Type: Solo Project

Dynamica

Dynamica is a proof-of-concept for a dynamic and modular level templating system that could function in any branch of the Source Engine. It does not require modifications to the engine, or prefabs/instances. Dynamica allows for areas to be pseudorandomly generated and represents the logic behind a mansion level that creates completely different rooms and optimized layouts every round it is played.

Role: Level Designer
Type: Solo Project

Athenaeum

Athenaeum is a player-versus-player combat arena that takes place in a dark library. It features sound-based visibility where areas are lit by players who make noise from movements or actions, allowing them to see other players but also be seen themselves.

Role: Level Designer
Type: Solo Project

Canopy

Canopy is an implementation of dynamic skyboxes in the Source Engine which is not otherwise possible without direct modifications to the game engine. This is achieved by projecting a 2D texture onto a 3D skybox wrapper and offers a volumetric alternative for room-to-room changes.

Role: Level Designer
Type: Solo Project

Aurora

Aurora is an advanced particle system that was designed for a Half-Life 2 modification in the Orange Box branch of the Source Engine.

Role: Level Designer
Type: Solo Project

Spirit Hunter

Spirit Hunter is a 2D platformer made in a custom engine with bullet hell mechanics. It follows ‘lovecraftian’ inspirations and served as a collaborative student game project.

Primary Role: Technical Designer
Team: Lorem Ipsum
Size: 10

CS:GO Forums

CS:GO Forums is a passion project centered around Counter-Strike: Global Offensive, and offers the latest technologies for a premium feature-rich user experience. It shipped into a soft launch period which began on March 25th, 2018.

Project Type: Solo Project

Sassilization

Sassilization hosts its own lobby, deathrun, bunny hop, climb, and surf servers for Garry’s Mod. It also created its own very popular custom game mode under the same name which mashed both city building and PVP elements with RTS gameplay.

Primary Role: Level Designer

GMod Tower

“The rise, fall and future of Gmod Tower – The story of one of the most ambitious user-created projects ever undertaken in Garry’s Mod.”
This page redirects to an article on PC Gamer (pcgamer.com) about GMod Tower.

Primary Role: Level Designer

Experience

2018
DigiPen Institute of Technology
Bachelor of Arts in Game Design
Spirit Hunter
Technical Designer
Nightbite
Systems Designer
CS:GO Forums
Project Manager
Outbreak
Producer, Senior Systems Designer
2017
DigiPen Institute of Technology
Bachelor of Arts in Game Design
PlayStation VR Launch Team
User Researcher
Summon
Programmer
Nightbite
Programmer
CS:GO Forums
UI Designer, UX Designer
Outbreak
Systems Designer
2016
PlayStation VR Launch Team
User Researcher
Best Buy Co., Inc (Corporate Sector)
Team Leader
GMod Tower
Level Designer
2015
Best Buy Co., Inc (Corporate Sector)
Team Leader
Netflix Inbound Program
Team Leader
GMod Tower
Level Designer
Sassilization
Level Designer
2014
Netflix Inbound Program
Team Leader
Xbox One Launch Team
User Researcher
Sassilization
Level Designer
2013
Xbox One Launch Team
User Researcher

Contracts

2016 Q2 — 2017 Q2
PlayStation VR Launch Team
User Researcher
2015 Q2 — 2016 Q2
Best Buy Co., Inc (Corporate Sector)
Team Leader
2014 Q2 — 2015 Q2
Netflix Inbound Program
Team Leader
2014 Q1 — 2014 Q2
Samsung Electronics Co., Ltd
Interim Ambassador
2013 Q2 — 2014 Q2
Xbox One Launch Team
UX Designer