Technical Skills

Listed below are development tools and the projects I’ve used them for (both professional and independent):

Scripting in Level Editors
– Radiant editor: BLACK OPS 4, B.O. COLD WAR, DOOM 4 (unreleased version), DOOM 3 MOD
– UnrealEd: UNREAL TOURNAMENT 3 MOD, GEARS OF WAR MOD
– Unity editor: FAT CITY, prototype for unreleased project
– RETRO STUDIOS’s World Editor: METROID PRIME 4
– Maya retrofitted as a level editor: DISNEY INFINITY 1.0, INFINITY 2.0, INFINITY 3.0
– VALVE SOFTWARE’s Hammer editor: HALF-LIFE 2 MOD
– BETHESDA STUDIOS’s Creation Kit: FALLOUT 3 MOD
– Torque 2D editor: 2 independent projects

Programming/Scripting Languages
– C/C++: assignments in multiple classes
– Java (not JavaScript): assignments in multiple classes
– C# (Unity, X.N.A.): prototype for unreleased project, independent project
– TREYARCH’S G.S.C. scripting language: BLACK OPS 4, B.O. COLD WAR
– id SOFTWARE’s DOOMScript/SuperScript language: DOOM 4 (unreleased version), DOOM 3 MOD
– UnrealScript & Kismet visual scripting: UNREAL TOURNAMENT 3 MOD, GEARS OF WAR MOD
– AVALANCHE SOFTWARE’s Meridian visual scripting: DISNEY INFINITY 1.0, INFINITY 2.0, INFINITY 3.0
– TorqueScript language: independent project

 

 

Professional Experience

I’ve worked at 5 established companies in the video game industry in over 7 years with 7 shipped titles and 7 D.L.C.s as a professional Designer with an emphasis on Scripting or Technical Design:

RETRO STUDIOS

Designer (Scripting) | 3/2024 – 9/2025
Shipped METROID PRIME 4: BEYOND*
– Designed and implemented combat encounters w/ N.P.C.s in single-player story mode
– Supported Designers with scripting infrastructure for a common gameplay system
* Specific details under N.D.A.; contact me for more info

TREYARCH

Designer (Scripting) | 2/2021 – 1/2022
Shipped SEASON 3-6 D.L.C.s for CALL OF DUTY: BLACK OPS COLD WAR
– Implemented entire multi-step intro quest in FORSAKEN level of co-op ZOMBIES horde mode
– Also staged all enemy spawns and common features in FORSAKEN
– Maintained all enemy spawns in ZOMBIES OUTBREAK levels: RUKA, ZOO, COLLATERAL and ARMADA
Shipped CALL OF DUTY: VANGUARD + SEASON 1 D.L.C.
– Implemented all CHALLENGE achievements & rewards for ZOMBIES mode

Associate Designer (Scripting) | 8/2017 – 3/2019
Shipped CALL OF DUTY: BLACK OPS 4 + OPERATION: ABSOLUTE ZERO & GRAND HEIST D.L.C.s
– Implemented quest steps and features in VOYAGE OF DESPAIR level of co-op ZOMBIES horde mode
– Maintained all spawns and features in ZOMBIES levels: DEAD OF THE NIGHT and ANCIENT EVIL
– Supported Designers with scripting infrastructure for Fast Travel system
Prototyped unreleased content for CALL OF DUTY: BLACK OPS 4*
– Implemented objectives and combat encounters w/ N.P.C.s in experimental co-op & multiplayer modes
* Specific details under N.D.A.; contact me for more info

HEAVY IRON STUDIOS

Associate Designer (Scripting) | 2-10/2013, 4-11/2014, 3-10/2015
Shipped DISNEY INFINITY (NINTENDO Wii)
– Revised 50% of missions in 8 levels downsized for performance in single-player PLAY SET story mode
Shipped DISNEY INFINITY: TOY BOX 2.0 (Mobile)
Shipped DISNEY INFINITY: TOY BOX 3.0 (Mobile)
– Designed gesture-based & button-based touchscreen controls
– Revised all missions in tutorials for TOY BOX creative sandbox mode to use touchscreen
Shipped FAT CITY
– Designed and implemented 80% of a 60-level puzzle game

id SOFTWARE

Associate Designer (Scripting) | 5/2011 – 1/2012
Prototyped unreleased version of DOOM 4*
– Implemented in-game cinematics, objectives, and combat encounters w/ N.P.C.s in single-player mode
– Supported Designers with scripting infrastructure for a common gameplay system
* Specific details under N.D.A.; contact me for more info

Design Intern (Scripting) | 2-5/2011
– Full-time schedule supporting development on unreleased version of DOOM 4

T.H.Q.

Design Intern (Product Development) | 5/2008 – 5/2009
– Full-time schedule supporting development on UFC 2009 UNDISPUTED


Education

I have 2 degrees in game development from pioneering universities and an engineering degree:

UNIVERSITY OF SOUTHERN CALIFORNIA, VITERBI SCHOOL OF ENGINEERING
B.S. in COMPUTER SCIENCE | Graduated 2023

THE GUILDHALL at SOUTHERN METHODIST UNIVERSITY
Certificate in DIGITAL GAME DEVELOPMENT (Specialization in Level Design) | Graduated 2010

UNIVERSITY OF SOUTHERN CALIFORNIA, SCHOOL OF CINEMATIC ARTS, INTERACTIVE MEDIA & GAMES
B.A. in INTERACTIVE ENTERTAINMENT, Minor in Computer Science | Graduated 2008