I am a Senior Designer for Zenimax Online Studios in Maryland. I work on the Elder Scrolls Online. A MMO live service that has been running for over a decade. I helped prototype, design, implement, and support their in-universe card game Tales of Tribute. A 2 player deck builder with deep ties into the Elder Scrolls Lore.

Prior to Zenimax, I worked at BossFight Entertainment. A Mobile game studio now owned by Netflix. My role focused on development of Dungeon Boss events, heroes, and features. As well as several in-development and unannounced projects.

I started out in the industry at an independent company founded with several classmates called Skyburst Studios. We released Iceburglar, a free to play mobile puzzle game, to the iOS and Google Play stores.

I graduated from the Florida Interactive Entertainment Academy in December 2015 with a MS degree in Interactive Entertainment that focused on game design and development. While there, I was the lead designer for our 6-month capstone game Life Unfolds. It is a 40-minute single-player game that encourages players to build memories with the friends and family closest to them through mini games such as bicycling, fishing, cooking, and photography. 

Articles Discussing my work:


What I've Achieved

On Elder Scrolls Online:

  • Designed, prototyped, and implemented the 2022 ‘back-of-the-box feature’ Tales of Tribute card game

  • Spent several years balancing and expanding Tribute in a live service environment

  • Worked across multiple teams to design, pitch, and implement achievements, game assets, and itemization.

  • Trained and mentored several designers as they were added to the team in best practices of our proprietary and industry standard tools.

On Prototype Teams:

  • Lead Combat and System Designer for a AAA IP Mobile title

  • Pitched prototype projects and systems to CCO and Design Directors

  • Designed multiple action-oriented mobile RPG prototypes.

  • Shepherd multiple systems through concept, UX, and completion.

On Dungeon Boss:

  • Led live design department for events and hero releases.

  • Created the largest PvE content expansion at the time, including 70 hand crafted dungeons.

  • Designed and implemented events on a weekly cadence in collaboration with product managers to drive specific KPIs.

  • Designed and updated Hero characters to drive changes in the PvP Meta game.

 

On Anvil:

  • Designed features in collaboration with engineers, artists, and product managers to increase retention and engagement.

  • Lead a QA team to develop a consistent Meta game prior to soft launch.

  • Implemented live events and shop offers.

At Skyburst Studios:

  • Released a mobile puzzle game title "Iceburglar" to the iOS and Google Play stores.

  • Designed mechanics and levels featuring a sliding block puzzle.

  • Created a prototype in Unity using C# titled "Bug Zap."

At School:

  • Lead designer for a 6-month capstone game titled "Life Unfolds."

  • Designed critical features and gameplay activities.

  • Created appealing design documents for game mechanics.

  • Collaborated with the art and engineering teams to execute critical gameplay components.

  • Developed a different prototype game every two weeks for a semester in collaboration with a different team of student artists, engineers, and designers each time.