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COOKIE JAM & COOKIE JAM BLAST - JamCity
One of the greatest Match-3 franchises and played by millions of people. I created hundreds of levels while deeply embedded in all aspects of the content creation, asset management, and build inclusion pipelines. While working on these titles, key highlights include my time working on the scripted player onboarding experience and improving player KPIs like retention and DAU. Through detailed iteration and execution on a/b testing, I helped on-board, and instruct new players with a smooth, effective, and performant experience.
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Multiple Titles - Playdek
Agricola - Lords of Waterdeep - Summoner Wars - Nightfall -Tanto Cuore - Food Fight - Penny Arcade - Fluxx
Working alongside pioneers in table top to mobile, I aided in designing, prototyping, and implementing unique mechanics for digital conversions of popular card and tabletop games. During this time I grew as a developer being able to materialize the abstract while building various prototypes with fun and engaging mechanics. Working on, and shipping over a half dozen titles, I developed a strong understanding of player behavior, expectations, and delivering quality experiences.
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Disney/Pixar's Cars Race o Rama - THQ Incinerator Studios
It was a highlight and privilege to have the opportunity to work on this well-known and loved Disney franchise. I was responsible for creating all racing tracks and environments occurring outside of Radiator Springs. I created all of the track geometry and environment grey box. I helped play a key role in tuning the driving mechanics to fit the use of the Wii motion controller.
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Sponge Bob Squarepants and the Globs of Doom! - THQ Incinerator Studios
Starting with only a concept and engine sandbox, I was specifically tasked to build mechanics for and design Surfing levels that served as transitions between worlds. This was the last title I worked on for the Nintendo Wii and its motion controller and joystick.
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MX vs ATV Untamed - THQ Incinerator Studios
I started my professional career creating race tracks for Motocross Madness 2. I was hired at Incinerator Studios to help develop Motocross controls for the Nintendo Wii console and motion controller for Mx vs. Atv Untamed. I was also responsible for making all of the race tracks and geometry using hightmaps.
Although I had already been making game content on my own for a few years, this was my first position with a game studio. I will always be grateful for the opportunities I received from amazing people like Robert Kinnaman, Frank Wallen, Jeff Garstecki, and Race Lancaster who helped me in my video game career journey.