Currently
As of mid-2019, I have been working at Sony’s Santa Monica Studio in the role of a Design Manager for multiple design teams. Here I help assemble, enable, and serve high performing design teams so that they can do their best work. Being back in the Sony family after 20 years is a special feeling.
Consulting
Between 2017 and 2019 I worked as a consultant for my company, Psychopomp.
Psychopomp was a boutique video game industry consultancy, encompassing the following,
Game design consultation
Game development consultation
Video game industry knowledge & experience
Psychopomp helped a range of large and small teams to realize their creative goals and achieve the highest possible quality products via consultation, team augmentation, and custom designs. Tailored services were targeted toward a range of client types, covering dev teams, publishers, IP/rights holders and indy dev.
Halo Wars 2
Dev/Publisher: 343 Industries & Creative Assembly / Microsoft Studios
PlatforM: Xbox One & Win 10
Role: Design Director
Time on Project: First 6 Months & Final Year
Responsibilities:
Creating a Halo quality campaign
Collaborated with dev team on mission design, structure and flow
Ensuring game had the soul of a Halo console title
Design consultation and support to the dev team
Weekly mission reviews
Halo: Spartan Strike
Dev/Publisher: 343 Industries & Vanguard Games / Microsoft Studios
PlatforM: iOS & Win 8 devices
Role:Design Director
Time on Project:1 Year (Concept to ship)
Responsibilities:
Ensuring game had the soul of a Halo console title
Design consultation and support to the dev team
Helped with overall game balance
Worked with dev team on weapons and mechanics
Weekly level reviews
Halo: Spartan Assault
Dev/Publisher: 343 Industries & Vanguard Games / Microsoft Studios
PlatforM: iOS & Win 8 devices
Role: Design Director
Time on Project: 1 Year (Concept to ship)
Responsibilities:
Ensuring game had the soul of a Halo console title
Design consultation and support to the dev team
Helped with overall game balance
Worked with dev team on weapons and mechanics
Weekly level reviews
Halo 4
Dev/Publisher: 343 Industries / Microsoft Studios
PlatforM: Xbox 360
Role: Design Director
Time on Project: 13 Months (7 months dev to ship & 6 months of DLC)
Responsibilities:
Directed Multiplayer content from external partners
Ensured external content was of the same quality as that produced in-house
Helped external partners understand what it was to be Halo
Provided feedback and guidance on content
Weekly map reviews
Overstrike (Became F.U.S.E.)
Dev/Publisher: Insomniac Games / Electronic Arts
PlatforM: PlayStation 3 & Xbox 360
Role: Lead Designer
Time on Project:1 Year of Pre-Pro (Switched to Director of Design for studio)
Responsibilities:
Initial prototyping of core gameplay mechanics, systems, etc.
Collaborated on design of the core gadgets used by the agents
Designed, built, and implemented test environments
Designed and collaborated on vertical slice demo
Ratchet & Clank: A Crack in Time
Dev/Publisher: Insomniac Games / SCEA
PlatforM: PlayStation 3
Role: Lead Designer
Time on Project: 1.25 Years (Concept to ship)
Responsibilities:
Managed a design team of 12 people
Collaborated on the scope and structure with the Creative Director
Guided level and feature implementation
Designed the 'Sub Woofer' analogue weapon
Re-designed the 'Vapedia' level
Ratchet & Clank: Quest For Booty
Dev/Publisher: Insomniac Games / SCEA
PlatforM: PlayStation 3
Role: Lead Designer
Time on Project: 1 Year (Concept to ship)
Responsibilities:
Managed the design team of 3 people
Collaborated on the new Wrench Abilities
Gameplay & economy tuning and balancing
Designed the 'Viper Caverns' level
Designed and implemented the player training section
Implemented the 'Hoolefar Island' hub level
Implemented the 'Azorean Sea pt2' level
Resistance 2
Dev/Publisher: Insomniac Games / SCEA
PlatforM: PlayStation 3
Role: Supporting the team shipping the game
Time on Project: 3 months (Alpha to ship)
Responsibilities:
Took WIP final level (which was behind schedule) through to ship
Collaborated in implementing final boss
Ratchet & Clank: Tools Of Destruction
Dev/Publisher: Insomniac Games / SCEA
PlatforM: PlayStation 3
Role: Senior Designer (reporting directly to the Creative Director)
Time on Project: 2 Years (Early dev to ship)
Responsibilities:
Created metrics for world and object building
Designed the 'Gelanator' gadget
Designed and implemented the following levels
Zordoom Prison
Fastoon
Mukow
Collaborated on the space shooter mode
Designed and implemented the 5 space shooter levels
James Bond: From Russia With Love
Dev/Publisher: Electronic Arts
PlatforM: PlayStation 2 and Xbox
Role: Senior Designer
Time on Project: 1 Year (Mid dev to ship)
Responsibilities:
Member of the 'Combat and Controls' team
Created metrics for interactive objects
Analyzed levels for camera issues
Implemented several of Bond's gadgets
Tomb Raider: Legend
Dev/Publisher: Crystal Dynamics / Eidos
PlatforM: PlayStation 2 and Xbox
Role: Senior Designer
Time on Project: 1 Year (Concept to mid dev)
Responsibilities:
Led the efforts of the level design team
Designed 2 levels for the game - 'Tokyo' and 'Russia'
Worked on prototypes levels, scenarios and events
Legacy Of Kain: Defiance
Dev/Publisher: Crystal Dynamics / Eidos
PlatforM: PlayStation 2 and Xbox
Role: Senior Designer
Time on Project: 1 Year (Mid dev to ship)
Responsibilities:
Designed and implemented the 'Sarafan Stronghold' level
Designed and implemented 'The Citadel' level
Legacy Of Kain: Blood Omen 2
Dev/Publisher: Crystal Dynamics / Eidos
PlatforM: PlayStation 2 and Xbox
Role: Lead Designer
Time on Project: 2 Years (Early dev to ship)
Responsibilities:
Managed the design team of 6 people
Designed the combat system to fit the camera and controls
Collaborated on the design of the 'Dark Gift' powers
Redesigned and implemented 'The Canyons' level
Gameplay tuning and balancing
Colony Wars: Vengeance
Dev/Publisher: Psygnosis / SCEE
PlatforM: PlayStation
Role: Lead Designer
Time on Project: 1 Year (Concept to ship)
Responsibilities:
Managed the design team of 5 people
Collaborated on the 'play the other side' storyline
Designed new weapons systems and 'tools' for the various spacecraft
Implemented approx 1/5th of the game's missions
Colony Wars
Dev/Publisher: Psygnosis / SCEE
PlatforM: PlayStation
Role: Lead Designer
Time on Project: 2 Years (Concept to ship)
Responsibilities:
Collaborated on the controls and camera
Created the CW universe fiction and foundation storyline
Designed weapons systems for the various spacecraft
Worked with several different programmers on enemy/ally behaviors
Gameplay tuning and balancing
Implemented approx 1/3rd of the game's missions
Krazy Ivan
Dev/Publisher: Psygnosis / SCEE
PlatforM: PlayStation
Role: Lead Designer
Time on Project: 1 Year (Early dev to ship)
Responsibilities:
- Collaborated on the controls and camera
- Designed the enemy behaviors with the game's Lead Programmer
- Gameplay tuning and balancing