Senior Level Designer

Borderlands 4

In 2024, I joined Gearbox Entertainment to work on Borderlands 4.

I co-designed many areas in the Carcadia Burn region, but most notably the Fallen Crown meteorite impact zone and The Gunkworks. I was also responsible for setting up enemy encounters and worked closely with quest designers to make sure level design, combat, and quest worked in harmony.

Borderlands 4

3 Videos
About

Fallen Crown is the location where the moon Elpis impacted with the planet and one of the main antagonists of the game has now taken residence.  Players would visit this area twice in the main story, so I needed to design the area to not only be interesting for multiple visits, but to surprise players with combats that felt different each time players entered the area.

Level Designer

Call of Duty: Modern Warfare III

In 2022, I moved my focus to single player campaigns and joined Sledgehammer Games.

I designed the initial layout for what is now the Payload mission in the campaign. I also owned the stealth systems and encounter setups for all of the open combat levels.

During the development cycle, I learned how to lead conversations for features between multiple departments. Though our development cycle was short and stealth was fairly simplistic when it was given to me, I was able to align our teams on what we wanted stealth to be and strive to make it a fun experience for players.

After the release of Modern Warfare III, I was able to work on an incubation team to work on broad layout tasks as well as drive more director level conversations while learning how to pitch new projects for the future.

Call of Duty MWIII

3 Videos
About

Payload was originally going to be a stealth-focused open combat level, but we ended up moving towards the more traditional level approach with flavors of stealth still present.

Lighting Artist/Level Designer

Fortnite Battle Royale

In 2017, I was able to start my career at Epic Games on the Cinematics team. During the first two years, I worked on various projects as a lighting artist and environment set designer for Fortnite Battle Royale, Paragon, and Fortnite Save the World.

After two years of working in cinematics, I moved to the level design team for Fortnite Battle Royale. My first tasks involved building small POIs as well as small blueprint scripting tasks to make sure gameplay objects and events were integrated into the map.

Throughout the first three chapters of the battle royale maps, I helped create two entirely new maps, several POIs, and was able to own live event features that taught me how to work closely with concept artists, environment artists, and gameplay programmers to ensure that all aspects of the game were represented fully every season.

Fortnite Battle Royale

3 Videos
About

The Yacht POI was a part of the spy season in Fortnite: Battle Royale, and I enjoyed creating secret vent paths as well as setting up enemy patrols to give players the full espionage experience.

Contact

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