Star Wars: Battlefront III
At Free Radical Design I worked as designer on the cutscenes team for the cancelled Star Wars: Battlefront III. As Free Radical ran low on funds due to a high burn rate from multiple 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 initial contract was up I was re-hired as Narrative Designer, 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 (PS3), I took on the primary writing role for cutscenes while engaging with many challenging design, tone and budget constraints.
As freelance Narrative Designer for Rotor Games, I wrote the full script for their combat driving game set in the zombie apocalypse, Final Run (iOS).
Unannounced Project – Zindagi Games
As freelance Lead Writer for Zindagi Games, I provided universe development and story for a AAA game prototype.
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.
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 turn-based tactical game Age of Booty: Tactics (iOS), including UI programming, achievement systems, realtime chat, player name generation, the in-game item store, and an internal JQuery-based interactive store management tool.
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.
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.
Call of Duty: Modern Warfare 2 Remastered
At Certain Affinity I worked on systems and technical design on the single-player campaign for Call of Duty: Modern Warfare 2 Remastered, in concert with the teams at Beenox and Raven.
Unannounced AAA Project
I worked on a AAA narrative franchise shooter project for a large partner where Certain Affinity’s involvement was not announced.
World of Tanks: Halloween Event 2017
At Certain Affinity I helped design and implement the 2017 Halloween event for World of Tanks (PC). I took point on monetization systems and design, event rewards, out-of-game experience (lobby and rewards delivery), and server- and client-side integration (networking, data modelling, and user interface).
Prototypes at Certain Affinity
At Certain Affinity I worked on several shooter prototypes using Unity and Unreal 4.
As Lead Narrative Technical Designer on the Star Wars team that released Star Wars Jedi: Fallen Order, I lead a team of technically-minded Narrative Designers who own and develop narrative-related game systems and content, and I develop and maintain a technical portfolio of narrative-related pipelines, tools, and game systems across Blueprint, C++, Python, and web languages.