God of War Ragnarok – I am a Senior Staff Technical Combat Designer on God of War Ragnarok.
Just Cause 4 – Danger Rising (2019) – I was the Lead Designer and Product Owner for Just Cause 4’s third Downloadable Content, “Danger Rising.” I designed and implemented the new hoverboard, new enemy types that use the franchise’s signature grappling hook, and all the new weapons. I helped to guide and direct the rest of the DLC content.
Just Cause 4 (2018) – I was a Senior Game Designer on Just Cause 4, with my focus being on all things Combat and AI. I also created the procedural “Random Encounter” system and scripted all of the encounters it could spawn. I made a few of the more notable easter eggs in it as well. More here.
Just Cause 3 (2015) – From when I joined Avalanche Studios in 2013 and up until its release I worked as a Game Designer on Just Cause 3. My primary role was as an A.I. and Encounter Designer. See more here.
Color Zen (2013) – A puzzle game I designed at Large Animal Games for Nintendo Switch and mobile. It has over 1 million downloads across iOS and Android. It was reviewed in the New York Times, and showcased in the Digital Selects of Indiecade 2013. You can get it on iOS here, Android here, and Nintendo eShop here. You can see a GDC talk I gave on the game’s development here.
Pulse of the Samurai (2013) – A simple fighting game I created during the 2013 Global Game Jam event at the NYU Game Center along with artist Shiho Pate. At the GGJ it was awarded the Juror’s Prize for Best Overall game and won 2nd place in the Audience Choice category. It was also showcased in the eSports section of Indiecade 2013. You can play that Indiecade 2013 build on itch.io here.
Coral (2012) – Coral is a musical flash game of balancing Ensō circles at various heights. It began at the Babycastles X Parson’s jam, where it took home the Judge’s 1st Prize. You can play it on Kongregate here or you can play it on itch.io here. Art collaborations from Rachel Morris and Nathan Semprebon.
Chip (2011) – Chip is a 2D action-puzzle-platformer made using Flixel. It’s a game of learning to manipulate and out-maneuver A.I. robots with a backdrop of a mysterious story about an estranged father and son. Play the full game now on Kongregate! Art and Music by Nathan Semprebon.
The Escort Quest (2011) – This is a “big” playground game originally designed by myself, Grant Reid, Eszter Ozsvald, and Andrew Gaffney, meant to be played in crowded outdoor areas. The game was an Official Selection of Indiecade’s 2011 Big Games program and Come Out and Play: San Francisco 2011. Check out this video.