Star Wars: Battlefront III

At Free Radical Design I worked as designer on the cutscenes team for the sadly-cancelled Star Wars: Battlefront III. As Free Radical ran low on funds due to a high burn rate from multiple ongoing projects, it was forced to close in January of 2009.

Driver: San Francisco

At Ubisoft Reflections I initially worked as Script Editing Support for Driver: San Francisco, and focused on defining and implementing narrative logic. I created a narrative structure for each mission in the game and the information each line needed to convey to players.

After my contract was up I was re-hired as Narrative Designer to help shepherd the game into the final stretch, taking on scriptwriting and editing duties for several missions and open world characters, and assisting with the massive task of organizing localization for the game.


As a freelancer for mobile publisher Chillingo, I wrote marketing material for their titles, driving App Store sales.

Medieval Moves: Deadmund’s Quest

As freelance Writer for Zindagi Games on the story and cutscenes for Medieval Moves: Deadmund’s Quest, I took on the primary writing role for cutscenes while engaging with many challenging design, tone and budget constraints.

Final Run

As freelance Narrative Designer for Rotor Games, I wrote the full script for their combat driving game set in the zombie apocalypse, Final Run on iOS.

Unannounced Project – Zindagi Games

As freelance Lead Writer for Zindagi Games, I provided universe development and story for a AAA game prototype.

Super Barista

As freelance Game Design Consultant for developer AppNormals and publisher Balloon 27, I provided consultancy on core loop and mechanics for Super Barista, a pixel-art mashup of Diner Dash, set in space and with tower defense mechanics.

Unannounced Project – MURKA Games

As freelance Lead Writer for MURKA, I provided writing and story direction for a prototype mobile game title.

Halo 4

At Certain Affinity I provided gameplay scripting and design for most of the multiplayer game modes for Halo 4, leading technical development on one of them.

Halo 4: Bullseye DLC

At Certain Affinity I led systems and technical design for the Ricochet multiplayer game mode within the Bullseye DLC for Halo 4.

Age of Booty: Tactics

At Certain Affinity I performed technical design in Unity3D using C# for our iOS turn-based tactical piracy title, Age of Booty: Tactics. That involved UI programming, devising and implementing achievement systems, a realtime chat interface, player name generator, developing the real-money store for ingame items, and coding a JQuery-based interactive store management webpage for internal team use.

Halo 2: Anniversary (Halo Master Chief Collection)

At Certain Affinity I led the technical design of all game modes in Halo 2: Anniversary within the Halo Master Chief Collection, including concepting, designing and implementing several modes and variants from the ground up. I drove the development of new modes like Epidemic, Flight, Incursion, Kill from the Hill, Quickochet, Velocity, provided brand-new implementations of favorites like Race and Assault, and also re-integrated the Ricochet mode. I also implemented most gamemode-related Achievements.

Mafia III

At Certain Affinity I gave assistance to 2K Games on game scripting for Mafia III.

Call of Duty: Modern Warfare Remastered

At Certain Affinity I worked on systems and technical design on the single-player campaign for Call of Duty: Modern Warfare Remastered, in concert with the teams at Beenox and Raven (available when ordering Call of Duty: Infinite Warfare Legacy Edition).

Unannounced AAA Project

I worked on a AAA franchise shooter project for a large publishing partner where Certain Affinity’s involvement was not announced.


At Certain Affinity I helped design and implement the 2017 Halloween event for the play-to-play juggernaut, “World of Tanks”, on PC. I took point on monetization systems and design, event rewards, out-of-game experience (lobby and rewards delivery), and handled both server- and client-side integration (networking, data modelling, and user interface) of special tokens, rewards, and communications related to the event. This event was developed by Certain Affinity in collaboration with Wargaming.

Prototypes at Certain Affinity

At Certain Affinity I worked on several shooter prototypes using leading game engines such as Unity3D and Unreal Engine 4. I have also generated narrative design documents, game concepts, RFP proposals for major publishers, game dialogue scripts, promotional and pitch videos, provided web development when needed, and written tools for teams in C#.

Respawn Entertainment

As Senior Technical Designer at Respawn Entertainment, working on Star Wars Jedi: Fallen Order, my key area of focus is supporting the Narrative Team on the project through the design and development of narrative-focused game systems and tools. I also design and implement other game systems and support developers across the entire team.