|History|
| 07.08.2011 – Current | In July of 2011 I joined Turtle Rock Studios in Lake Forest, California. I was hired as a senior level designer to work on an unannounced title. The design philosophy behind Turtle Rock Studio meets and exceeds my expectations. Because of this the decision, along with the current project, made it an easy choice when deciding to join the studio. I’m extremely exited to be included as a contributing member of the Turtle Rock team.
| 03.18.2009 – 03.31.2011 | In March of 2009 I joined Crytek GmbH in Frankfurt am Main, Germany. I was hired as a level designer to work on a [still] currently unannounced title. Shortly after being hired I was reassigned to the Crysis 2 team. During my time on the Crysis 2 project I designed and implemented two key missions. These two missions appear very early in the game and were used extensively for marketing content. I also contributed to the design of the games mechanics, most notably the cover system. My time at Crytek allowed me to grow as a level designer and I am very grateful for being given the opportunity to work with a great company.
| 01.07.2007 – 11.21.2008 | In January 2007 I joined Gearbox Software in Plano, Texas. I was hired to work on the FPS Title ‘ALIENS: Colonial Marines’. I began Pre-Production work on Aliens using the latest Unreal 3 drop from Epic. During the Pre-Production phase, myself and two other level designers helped define the look and feel of Aliens: Colonial Marines. During the Production phase, I helped define the tool-set and game play features used. With such a passion for the Aliens franchise, I was extremely happy to be working on this project. During my time at Gearbox I was also afforded the opportunity to work on a first party IP ‘Borderlands’.
| 06.07.2005 – 01.07.2007 | My professional level design career started June of 2005 at 3D Realms Entertainment in Garland, Texas. During the time I worked at 3DR, I was one of the fortunate few to be given the opportunity to work on the FPS title ‘Duke Nukem Forever’. I quickly became familiar with DukeEd (a highly modified version of UnrealEd). My primary responsibility was level design, but I also heavily contributed to the development tools by requesting new features that helped streamline the design process. 3D Realms was idyllic for getting my foot into the gaming industry door. It truly was a great experience from beginning to end. My only hope is that the world gets the privilege I was afforded – To see Duke!
