I am a versatile game designer with over a decade of experience working on character movement and controls, combat systems, enemy and AI design across a wide variety of roles. I have experience as a lead as well as in a variety of individual contributor roles.

I currently work as a Principal Game Designer at Treehouse Games, working on Voyagers of Nera, a co-op survival crafting game that is in Early Access on Steam.

Projects

Voyagers of Nera

PC, Released in Early Access on September 16, 2025

Role: Principal Game Designer

Voyagers of Nera is a cooperative survival crafting game for up to 10 players. Players explore an ocean world, rescuing the spirits that inhabit the world and building a thriving spirit sanctuary to drive back the malign influence of the Deep.

My Role: I worked on a wide range of features for Voyagers of Nera, primarily focusing on three Cs and traversal mechanics, as well as combat. My duties included:

  • I owned the core traversal mechanics, tuning player movement values to create our desired gameplay experience

  • I prototyped and tuned traversal mechanics including our skimmer, glider, and more

  • I took over a combat system that leadership was very unhappy with and redesigned it to a character action style combat system

  • I redesigned all enemies to match the new system, and designed and built most of the new enemies in the game, including AI systems, enemy attacks, and combat balancing.

  • I designed and tuned our gathering mechanics.

  • I designed and created all of the Spirit Abilities

  • I tracked player feedback from internal playtests, player playtest groups, and live players, and tuned all my features accordingly

  • I contributed to UI design efforts for features I worked on

  • I designed, built, and balanced environmental hazards and status effects

Battlefield Mobile

Mobile, Soft Launched November 2022

Role: Lead Game Designer

Battlefield Mobile was a mobile adaptation of the Battlefield series. Players played classic Battlefield modes like Conquest and Rush on servers of up to 32 players, in classic maps from Battlefield 3, as well as on original maps.In addition to infantry combat, players could pilot helicopters, tanks, and ATVs.‍ ‍

My Role: I led the Combat team for Battlefield Mobile, including all core gameplay, game modes, vehicles, and maps. My duties included:

  • I was the discipline lead for the design team

  • I led day-to-day operations of the 20-person multidisciplinary combat team setting goals and reviewing design documentation as well as new features in game

  • Acted as the vision holder for moment-to-moment gameplay feel, providing targets to designers, engineers, and artists and reviewing work against those targets

  • Championing design team interests as part of the studio leadership team

  • Working with production to determine scheduling and scope for combat team

  • Led early prototyping team for Battlefield Mobile, building prototype movement, gunplay mechanics, and game modes

  • Presented builds to EA and DICE leadership for feedback and approval

  • Mentored designers at all stages of their career, from interns through senior designers

Midnight Star: Renegade

Mobile, Launched August 2016

Role: Game Designer

Midnight Star: Renegade was the sequel to Industrial Toys’ first game, Midnight Star. Where Midnight Star was a pure rail shooter, Renegade allowed players to move across the level through a node-based navigation system, and gave players the ability to craft weapons from parts they discover throughout the game.

Renegade was developed by a very small team, so I worked on many features across the game. For instance, I designed and prototyped the Endless game mode that served as our late-game chase loop. I also designed the weapon crafting feature and the weapon part generation system. In addition, I did a significant amount of enemy design work and more.

Midnight Star

Mobile, Launched February 2015

Role: Level Designer

Midnight Star was a mobile shooter, the first release by Industrial Toys. It was a rail shooter where players played as Charlie, a member of a military team that is transported across the universe and must fight an alien threat known as the Dust.

I worked as a level designer on Midnight Star. I joined the project in the final year of development so the initial set of levels was largely designed when I joined. However, I made adjustments to streamline levels based on playtest feedback, and I worked on levels for a planned Chapter 2 content update that was ultimately canceled.