PROJECTS
ZombieWonderland
I am currently working with Xoobis Games to complete Zombie Wonderland for the iPhone / iPod touch. On this project I designed particle systems, level, audio and did all voice acting for Chuck (Player Character) and many of the Zombie characters. Click for more info.
Time Enforcers
I served as Overall Project Lead & Design Lead for Killing Time 2k9: Time Enforcers - 2nd Place Winner of Epic Games "Make Something Unreal" Contest, Grand Finals (Ed. Cat.). Time Enforcers combines two of my previous projects (Killing Time and Millagun) as a UT3 total conversion mod, while adding back story, integrating 6 customizable characters, a Single Player Campaign and 3MP w/4 custom game types, cinematic bridges, more of my voice acting, custom menus and interface. Click to download the game from Moddb.com!
TF2wS
While at Luxoflux / Activision I specialized in complex destruction sequences on the Transformers 2 (Revenge of the Fallen) Video Game Project: 10/08 - 05/09 for the X-Box 360 & PS3. I also created LODs, set and modified FX, and worked with complex material shaders.
MG_Logo
On Project Millagun, I oversaw all project design as Design Lead. Submited to the fourth phase and placed as an honorable mention, then resubmitted to Grand Finals of the "Make Something Unreal" contest (by Epic Games) this UT3 Mod changes the typical FPS format into a 2D spaceship game w/3D assets, reminiscent of arcade style games like R-Type, Einhander, Defender & Raiden. With custom next-gen assets Millagun was showcased on the MSU Grand Finals Page - the highlighted portion of Time Enforcers. Both available @ Moddb.com
KT_Logo
As Technical Level Designer on the Killing Time project (2nd Place Winner/ Non-FPS mod/ MSUC phase 3) I was responsible for all level design, Kismet scripting and asset placement for: Robot Factory (Multi-player) as well as the Subway section (second half) of Monolith (Single-player). A total of four levels (3Multi/1Single Player) are available for free download on the Epic MSUC web site, and FilePlanet.com.
Aftermath
As a Kismet Script Designer and Environmental Artist on the Aftermath project, I worked with the Technical Design Lead to develop kismet based traps, puzzles, and environmental effects. I modeled, textured and placed various assets and all alpha-based assets (grass, plants, decals, blood splatters, trash, etc). This was my first team project and a great deal of fun to work on a zombie based title. Click for screen shots!