I'm a game designer and creative leader with experience across AAA and live-service multiplayer titles. The throughline in my work is ownership: taking an idea from brief through implementation, generating and championing concepts, building the documentation, and staying hands-on until the thing ships.
What most inspires me is world-building with stakes: content that earns its place in the fiction, and player experiences that feel native to the IP rather than bolted onto it. A theater background and six years of cross-functional leadership in health care operations prior to games shaped how I develop ideas, pitch them, and drive them across disciplines - skills that translate directly into the creative and strategic work I'm most drawn to.
As a Combat Designer on the MMORPG Ashes of Creation, I designed combat subsystems, abilities, enemies, and features.
As the feature owner of player pets, I designed and implemented the state trees, back-end decision-making logic, and standards for input and responsiveness for player-controlled AI units.
I also owned the gameplay component of the game's Sport Fishing feature, an "endgame" alternative to traditional fishing involving active play against a fish opponent. This included player abilities, fish AI and movement, and the minigame's back-end to evaluate success and failure states.
As Content Designer for The Elder Scrolls Online's Gold Road and Season of the Worm Cult chapters, I was responsible for developing quest and adventuring content in the West Weald and Solstice zones.
My major contributions included the "Self-Preservation" and "The Deserter" quests, as well as daily quests for Gold Road's six world bosses, NPC staging and behaviors in the city of Skingrad, and the placement of gameplay objectives such as lockboxes and skyshards.
Additionally, I provided the concept and core quest and gameplay design for Solstice's "Ghosthunter" quest, with implementation completed by another designer after I left the studio for a new role.
As Senior Game Designer on Pantheon: Rise of the Fallen, I was responsible for refining high-level design goals into documented systems. I owned the design, documentation, prototyping, and implementation of core combat functions and features alongside designer tools, and established the foundations for encounter design and scripting for the game's ongoing development.
In addition to my core combat work, I also provided system design and content implementation for quests and storylines, NPC traits and dispositions, detrimental climates and atmospheres, character customization, equipment modification, and advanced locomotion.
Pack animals such as wolves will detect and attempt to call nearby allies into battle when threatened.
At low health, wasps may sacrifice themselves to deal critical damage to an enemy, relative to the amount of health remaining on cast finish.
An emulated command-prompt client, this puzzle-slash-quiz game was built as a challenge for prospective members seeking to join a year-long role-playing ARG campaign in Funcom's The Secret World.
Successfully completing the Gateway would present players with a code before redirecting them to a back-end "Illuminati" forum, where the code would allow them to register and begin their induction into the in-character cabal.
A brief visual novel experience, 'The Relic' was designed to
supplement the process of ranking-up in my role-playing free company for
Square-Enix's Final Fantasy XIV, and reduce the manual overhead in facilitating certain scenes.
Play from the perspective of an up-and-coming recruit as you gain an audience with the enigmatic Archmagister, and are presented with a choice that will shape your journey to come.