Expurgated Portfolio

Some notes on the work I did (or didn’t) do. Unless otherwise noted:

  • My hands-on work has been primarily on the level-building side: pitching, documentation, level blockout, environment art, polish, and bug fixing.

  • On the art side, my work includes building structures & environment, texturing, some lighting, and set decoration, but not asset creation.

  • For Single Player (SP) experiences, unless noted otherwise, I collaborated with at least one designer who codeveloped the level and did the gameplay scripting.

  • For Multiplayer (MP), unless otherwise noted, I owned the levels completely: design, level-building, game modes, testing, and iteration.

EDUCATION

  • BA in Biology, St. Joseph’s College, Standish, Maine

  • PhD (almost) in Immunology, Caltech, Pasadena, California

PROFESSIONAL EXPERIENCE

Treyarch

LEVEL DESIGNER

Call of Duty 2: Big Red One (2005)

  • All COD titles were developed with Radiant level editor and in proprietary engines.

  • SP - An Easy Detail

Call of Duty 3 (2006)

Call of Duty: World at War (2007-2008)

  • SP / Co-op - Hard Landing

  • MP - Level Design Lead (~8 months) - Led designers building the infantry-based MP levels as a craft lead (not a people manager).

  • MP - Airfield - This larger open map was designed with significant reuse of sections of Hard Landing.

  • MP - Castle - A wholly unique, small infantry map combining a strong visual style with a solid overall design.

  • Co-op - Nacht der Untoten - The level was also borrowed from Hard Landing / Airfield, and I helped with various adjustments and fixes.

Infinity Ward

LEVEL DESIGNER

Modern Warfare 2 (2008-2010)

  • SP - Endgame - The only campaign level I owned from pitch to ship, though I contributed designs to others.

  • MP - Estate - I took over this level from the initial blockout of the house and some surroundings, bringing it to completion.

  • MP - Rust - Designed to be small and frenetic.

  • MP - Carnival (DLC) - Inspired primarily by the location, this involved significant collaboration with art to develop the environment.

Respawn Entertainment

DESIGNER

Titanfall (2010-2014)

  • All Titanfall Titles were developed in Radiant for a modified Source engine.

  • From this point on, I was less responsible for arting the environment, as our very talented environment artists took much of that responsibility.

  • MP - Fracture - An attempt to support both Titan and Pilot gameplay, with some parts that worked and some that didn’t.

  • MP - Overlook - Here I tried to more cleanly control paths and lanes, but that ended up with players a little too separated at times.

  • MP - Sandtrap (DLC) - With this I wanted to give Pilots and Titans each their own space to dominate, but it also led to significant separation.

  • MP - Swampland (DLC) - ‘Wallrunning on trees’ became the mantra behind this level. I discussed & showed the process in this blog & video.

SENIOR DESIGNER

Titanfall 2 (2014-2016)

  • SP - Into the Abyss - I was involved in the level from pretty much beginning to end, contributed some gameplay (moving platform puzzles and combat), though scripters took the level to final. I also built parts 1 and 2, but not part 3.

  • SP - The Pilot’s Gauntlet - This was an attempt to impart the most basic and necessary skills, which would then be built on throughout the campaign. It was also a close collaboration with art to develop a unique, low-cost, and stylish environment.

  • Process - I was lucky enough to give this GDC talk on Action Blocking and how the team approached it.

MISSION DESIGN LEAD

Medal of Honor: Above and Beyond (2017-2020)

MISSION DESIGN DIRECTOR

Star Wars FPS (plus) (2021-2025)

  • Craft leadership, people management, and hands-on development for both the canceled Star Wars FPS and an unannounced project.

  • Alas, to be able to show anything from in here.