Professional Work
Below are the games and projects that I have developed.
Video sources are official and pulled from youtube.com
college football - electronic arts
Game Design Director
MLB The Show 17, 18, 19, 20, and 21 PS4, ps5, xbox
unannounced title - Sony San Diego Studios
Senior Staff Designer and Product Owner
Platforms: PS4
Release Date: 3/28/2017
MLB The Show 21
NBA LIVE - EA Studios
Frontend Lead Designer
Served as Frontend Design Lead on the NBA Live team.
Mentored and act as an intensifier for junior designers
Oversaw the connective aspects of key features
Championed the creative vision of the project
Found ways to improve development process
Ensured the quality of design is upheld
Platforms: PS4 and Xbox One
Release Dates: 9/15/2018
Madden NFL Mobile - EA Studios
Lead Designer
Lead the creative design for Madden franchise’s mobile experience for 2 1/2 years
Mentored junior designers through weekly design reviews, and feedback for quality.
Constantly communicate with all stakeholders over the current state of the features and action on any questions..
Created an extensive backlog that would serve as the product creative roadmap for the next 3-4 years
Designed major gameplay features and systems that drive monetization, retention, and other major KPIs.
Designed and refined the title's "evergreen" approach, with concerns to player loyalty, and new season retention.
Platforms: iOS and Android.
Release Dates: 8/26/2014 & 8/26/2015
NCAA Football 14 - EA Studios
Feature Lead
Designer and Product Owner for NCAA Football 14's Dynasty and Online modes, which includes designing improvements to recruiting mechanic, designing and finalizing and the RPG elements; coach leveling and skill trees, as well as designing head to head seasons mode, for NCAA Ultimate Team.
Platforms: Xbox 360 and PS3
Release Date: 7/09/2013
Project Copernicus - 38 Studios
Content Designer
Serve as Principle Designer of certain areas of the game, which includes: design and implement unique quests and questing mechanics, supporting the main story and creating new minor stories, design and implement dynamic public engagements and dungeons, as well as work with artists to design and create playable areas that allowed for the best experiences.
Platforms: PC
Release Date: Cancelled
.
The Tale of Despereaux - Sensory Sweep
Supporting Design
Provided a dynamic audio design component that allowed smooth transitions between audio tracks, as the player traversed the level.
Platforms: PC, PS2 and Wii
Release Date: 12/02/2008
The Bigs 2 - Sensory Sweep
Lead Designer
Assumed the lead position and helped bring this game to ship, by designing a smart AI decision system that emulated realistic pitch choices. I also reviewed design proposals from junior designers.
Platforms: Nintendo DS
Release Date: 08/25/2009
Drama Queens - Sensory Sweep
Designer
I collaborated on the narrative and dialogue writing to help give the game a sense of levity. I also designed the AI mock conversation system that made the game feel as if the AI opponents were talking to you. I designed the UI and scripted the virtual board tiles for each level.
Platforms: Nintendo DS
Release Date: 05/12/2009
Sentient - Sensory Sweep
Designer
I managed to work in various design disciplines starting with designing engaging levels, enemy combat, a dynamic audio system for the game levels, scoring system and weapons. I also aided in the narrative design to help create more engagement, as well as the game's UI.
Platforms: Xbox 360
Release Date: Shelved
Bio
I am currently an Associate Game Design Director with Electronic Arts. Previously, I was a Senior Designer and Product Owner/Frontend Lead at Sony Interactive Entertainment of America in San Diego, CA, USA.
I graduated with a BFA from the University of Advancing Technology in Tempe, AZ where he studied game design and game art.
I joined Sensory Sweep Studios in Salt Lake City, Utah in 2006 and was placed on the studio's very first in-house title. While at Sensory Sweep, I worked on a number of titles, and contributed systems designs which were used company wide.
In 2009, I left Sensory Sweep and co-founded an independent studio in New England known as Atomic Kat Studios. I served as the Lead Gameplay Designer for an unannounced PC title that looked to innovate the First Person Shooter genre.
After departing from Aomic Kat Studios, In 2010, I joined 38 Studios as a Content Designer and Principle Designer working on the Project Copernicus MMO. I looked to intensify the player's experience, by creating content that made the world feel alive and recognize the player's actions and decisions.
In July 2012, I joined EA Sports, creators of the NCAA Football franchise, Madden Football franchise, as well as other notable sports games. I worked on bringing my knowledge of RPG game design and crafting single player experiences to the NCAA title and helped develop the leveling and skill tree system that became a popular feature of the established Dynasty mode. I also helped streamline the recruiting portion of the Dynasty feature, which allowed players to recruit prospects faster and provided an intense battle for top talent. I creatively owned the online experience and created the new Seasons mode that was leveraged by NCAA Ultimate Team.
From October of 2013, until November of 2015, I led the design efforts for Madden's mobile game and released Madden NFL Mobile on August 26, 2014 and again in 2015. I was responsible for plotting the creative course of the title, and overseeing the design efforts for future updates, which promoted increased engagement and retention.
Currently, I have switched my focus to my life long love of baseball and now work on MLB The Show, in sunny San Diego, CA! Having been a baseball player for half of my life, I have finally found a way to combine two loves. I have also came to the realization that I have achieved a childhood dream, in a roundabout way, of making my way to the big leagues of professional baseball.....very roundabout.
In addition to making games, I am active in independent film making. I have been the co-producer and editor of two of my wife's recent film projects. I started a baseball team in Orlando, called The Brunch and I am trying to form a west coast version now. My hobbies include; painting, drawing, sculpting, sports, playing music, acting, and of course playing games.
Resume
EMPLOYMENT HISTORY
Electronic Arts Orlando, FL - March, 2021 – Present
Associate Game Design Director
College Football
Work with studio and business leadership to identify initiatives and goals
Identify product initiatives to support business goals
Map out 1, 3, and 5 year plan to deliver on initiatives
Evangelize creative to dev team, studio and business leadership, and external teams
Leverage data to inform key decisions around product KPI goals
Oversee the design process of all features across the title to ensure cohesiveness and quality experiences are upheld
Introduce new development practices to help ensure development success where possible
Empower design team to help capitalize on strengths and build on opportunities for improvement
Identify staff needs and conduct interviews and hire against them
Manage career development of junior designers through identifying both short term and long term goals and developing a flexible plan to follow to reach them
Identify and evangelize development pillars for design team
Sony San Diego Studios San Diego, CA - January, 2017 – Present
Senior Designer and Product Owner
MLB The Show 17 and 18 (PS4) – Release Date: March 27th, 2017 & 2018
Served as the Product Owner for the title's most played feature; Road to The Show
Served as the Product Owner for the title's entire presentation experience
Served as the Stakeholder for the title's entire UI/UX package
Mentor junior designers and help grow their abilities
Uphold the creative vision of each area of involvement, while providing the definition of done
Introduce new processes, revolving around agile development process
Electronic Arts Orlando, FL - July, 2016 – Dec, 2016
Senior Designer and Frontend Lead
NBA Live 18 (PS4 and Xbox One) – Release Date: September 15, 2015
Mentor and act as an intensifier for junior designers
Oversee the connective aspects of the key frontend features, across the entirety of the title
Champion the creative vision of the title
Research new ways to improve design processes.
Ensure the quality of design is upheld
Initiated the design of the Conversation System
The Topps Company Orlando, FL - November, 2015 – July, 2016
Product Manager
All Mobile Products (iOS and Andriod)
Leading the creative vision and design approach for the new Topps experience, by putting together a 3 and 5 year product roadmap for all mobile products
Establish a formalized process for feature design
Lead design efforts for new gameplay experience for Topps apps
Provide feedback on designs and encourage creative problem solving for junior designers
Assume ownership of the first product to switch to a new engine
Report to key stakeholders on the ongoing creative vision
Electronic Arts Orlando, FL - Oct, 2013 – November, 2015
Lead Designer
Madden NFL Mobile (iOS and Android) – Release Date: August 26, 2014
Lead the creative design for Madden franchise’s mobile experience, while mentoring junior designers through design reviews for quality.
Constantly communicate with all stakeholders over the current state of the features and action on any questions.
Develop the creative road map for the product’s lifetime.
Design major gameplay features and systems that drive monetization and retention.
Design tools needed to help streamline content creation process to ensure quantity and allow for more quality testing.
Represent the title in both media and community relations.
Oversee testing efforts for early feature concepts in order to garner early feedback to help guide crucial design decisions.
Feature Lead and Product Owner – July, 2012 – Oct, 2013
NCAA Football 14 (Xbox 360 and PS3) – Release Date: July 9, 2013
Assume ownership the title’s Dynasty feature and streamline the experience to ensure that there is less wasted time without loss of quality.
Collaborate to design a competitive AI system that reacts to the player's actions and provides a realistic experience that is true to the expectations of the title.
Design and implement an RPG element to the title that includes a leveling system and skill tree.
Design and oversee the implementation of the title’s online features including matchmaking system and Seasons mode for NCAA Ultimate Team.
Provide feedback to and mentor junior designers, through peer review of designs and tasks.
38 Studios, LLC. Providence, RI - July, 2011 – July, 2012
Content Designer - Principle Designer
MMO - Project Copernicus (PC) – Release Date: Not Released
Serve as Principle Designer for zone areas of the title, ensuring quality standards of design and providing mentor-ship to junior designers.
Design and implement unique quests and questing mechanics that provide causality gaming experience.
Design and implement quests that support the main story as well as create unique minor stories.
Design and implement dynamic public engagements and dungeons.
Work with artists to design and create playable areas that allowed for the best experiences
Atomic Kat Studios, LLC. Providence, RI - Dec, 2009 – June 2011
Lead Gameplay Designer
Unannounced Title (PC and Xbox 360) – Release Date: Not Released
Serve as the gameplay lead and establish the game’s vision, in regards to the title’s gameplay mechanics and player experience.
Prototype gameplay mechanics and systems that will serve as the core experience ( includes: combat, dynamic feedback plus player skill and attribute leveling).
Prototype levels that leverage the core gameplay mechanics.
Design and prototype player attribute and skill level system.
Collaborate on the narrative design to cultivate a cohesive and engaging story arch that the game will follow.
Meet with principle stakeholders to discuss development progression.
Sensory Sweep Studios, LLC. Salt Lake City, UT - April, 2006 – Sept 2009
Lead Designer
The Bigs 2 DS (Nintendo DS) – Release Date: August 2009
Assume lead position with 3 months remaining in production.
Review all design proposals and provide feedback that aligns with the project’s creative goal.
Design AI improvements to achieve realism when playing against the CPU.
Design AI pitching improvements to achieve realism when playing against the CPU.
Work closely with the engineering team to achieve quasi ball physics.
Design and implement the Homerun Derby feature to create an extra fun mode of play.
Game Designer
Drama Queens (Nintendo DS) - Release Date: April 2009
Collaborate on narrative design and dialogue to help capture the humor and levity of the title.
Design AI response system inside the chat function of the title so it feels as if the AI competitors directly communicate with the player.
Script actions for level tiles and player interaction to ensure truest feel of an interactive board game.
Design UI/UX to ensure ease of use and communication of game critical information
The Tale of Despereaux (PC, PS2, Wii) - Release Date: Dec 2008
Assisted in implementing a dynamic level audio system that I previously designed for another title.
Assisted in scripting level events to ensure quality player interaction with the environment
Wrestling IP (Nintendo DS) - Not Released May 2009
Collaborate in the narrative and dialogue design, to ensure the experience matches its real life counterpart.
Scripted level interactions to promote a realistic experience.
Design and implement character attacks, counterattacks and signature moves to closely follow their real life counterparts and meet player expectations
Sentient (Xbox 360) – Not Released Dec 2008
Design playable levels that allow for the successful use parkour mechanic and provide adequate spacing for enemies.
Design enemy types, including bosses, and their specific abilities and ensure balance and difficulty scaling is fair.
Design and implement puzzle systems that add to each game level’s experience.
Design the UI/UX to easily communicate crucial information to the player at a glance.
Design and implement a dynamic game level audio system that provides random but appropriate background music to areas of the game level and enhance the player experience.
Collaborate in the narrative design to ensure the game’s story is coherent and engaging
Software skills
C# - Familiar
Python – Familiar
Unreal Editor, Kismet and Visual Scripting Tools (proprietary) - Proficient
3D Max, Maya, Photoshop, Illustrator, and Painter - Intermediate
Microsoft Office – Proficient
Hansoft - Intermediate
Non-Software SKILLS
Traditional Art Background (Painting, Drawing and Sculpting)
Film Making: Creative script writing, Acting and Editing
Experienced in Agile SCRUM Development practices
Education
University of Advancing Technology, Tempe, AZ
B.F.A (Game Art and Design) 2005