Games I’ve Worked On

Play Designer
Lead Designer
Lead Designer
Lead Designer
Lead Designer
Lead Designer
Lead Designer
Lead Designer
Ast. Producer
Ast. Producer
Lead Designer
Lead Designer
Game Planner
Game Planner
Game Planner
Lead Designer
Game Planner
Game Planner
Play Consultant
Level Designer
Combat Designer
Design all Levels
Concept Designer

Awaken Games 

Position: Game Development, Design Consultant and Indie game developer

Duration: June 1st, 2007 – (Current)

  • Developer of Melting Point (on Steam)
  • Developer of Daffy Fish  (on Steam)
  • Business Consulting.
  • Game Development Consulting.

Mission Critical Studios: 

Position: Outsource Senior Game Designer and Development Consultant

Duration: June 1st, 2013 – (Current)

  • Lead Game Designer on InnerVerse, and other TBA Games in Development.
  • Business Consulting.
  • Game Development Consulting.
  • Studio Promotion.
  • Level Game Play Designer on TBA Titles.



Position: UX Design and Interactive Consultant

Duration: 2015/ 2016

  • On Call Interactive Content Consultant.


Psycraft LLC: 

Position: Creative Director and Senior Game Designer

Duration: August 2011 – 2014

  • Senior Game Designer on Melting Point for iOS/Android.



Position: Contract Game Designer and Consultant

Duration: April 2011 – 2014

  • Concept/Designer on Domino Rally (iOS)
  • Lead Level Designer on Babes vs Robots (iOS)
  • New business venture consultant.



Position: Contract Associate Recruiter

Duration: Jan 2012 – Jan 2013

  • Research Candidates for Open Positions.
  • Work Directly with Managers to help Place Candidates.
  • Maintain an Active Database of Candidates.


SCEA – Sony Computer Entertainment of America: 

Position: Design and Play Consultant on Sony Home

Duration: September 2011 – October 2011

  • Game Play Design Consultant on Sony Home.


Keystone Games: 

Position: Contract Senior Game Designer/ Producer/ Industry Consultant

Duration: March 2007 – September 2010

  • US Game Industry and Marketing Consultant.
  • Senior Game Designer Cold Energy, Xbox 360
  • Senior Game Designer Mumuhug Nintendo DS
  • Staffing Consultant.



Position: Contract Game Designer/ Development Consultant

Duration: June 2010 – July 2010

  • Game Play Design Consultant.
  • General Development Consultant.


FarSight Studios: 

Position: Acting Producer/ Assistant Producer/ Designer

Duration: April 2006 – March 2010

  • Game Designer/ Level Designer Game Party 4
  • Producer / Game Designer on Vacation Isle: Beach Party, Wii
  • Designer on Game Party 3
  • Level Designer, Leap Frog NFL Rush Zone
  • Designer on Game Party 2
  • Lead Designer/ 3D Background Artist, Hotel for Dogs, Wii/PC/DS
  • Project Producer/ Designer Midway’s Game Party, Wii
  • Assistant Producer/ Level Designer, Pinball Hall of Fame: Williams Collection
  • Assistant Producer / Designer Hard Rock Casino.
  • Assistant Producer / Level Designer Scarface.
  • Assistant Producer / Charlie Browns All-Stars Baseball.
  • Design coordinator/ designer
  • 3D Environments Model Designer.
  • Scenario, tutorial development.
  • Text localization.
  • FarSight’s website manager.
  • Help with new product research and creation of new product pitch PowerPoint presentations for the studio.
  • FarSight’s pinball hardware engineer. Responsible for maintaining, taking apart, reverse engineering, and reassembling all of the real-world pinball machines for product research.


Ready at Dawn Studios: 

Position: Game Designer Lead Roll on Daxter for Sony PSP.

Duration: November 2004 – March 2005

  • Game Designer on Daxter for Sony PSP.
  • Responsible for level design.
  • Character A.I and Design Coordination.
  • Designed mini-online game system.


JGI Entertainment, Inc.: 

Position: Lead Game Designer

Duration: February 2004 – September 2004

  • Lead Game Designer on Shaolin Streets.
  • Developed the game story and play structure.
  • Helped with the design of the combat system.
  • Worked with programmers on movement systems.
  • Designed about four production levels for the project.
  • Designed Camera AI/ Character AI and Controls.
  • Help with pitching the game concept to publishers.


Midway Home Entertainment: 

Position: Lead Game Designer

Duration: March 2003 – August 2003

  • Member of Midway’s company restructures team.
  • Original lead world designer Gauntlet Seven Sorrows.
  • Developed game structure and helped with the story.
  • Designed the overall world structure for the game.
  • Designing player character and NPC combat A.I.
  • Did competitive research work on other gaming titles.


Eagle Claw Studios, Inc.: 

Position: Founder / Creative Director

Duration: March 2002 – March 2003

  • Studio Founder.
  • Created the game concept for Clown Combat.
  • Lead Game Play and Level Designer on Clown Combat.
  • Designed a 3D Game Development Tool.
  • Studio & Project Promotion, Fundraising.


The 3DO Company: 

Position: Contract Game and Level Designer

Duration: March 2002 – March 2003

  • Worked on Army Men – Sarges War, X-Box/Game Cube.



Position: Senior Game Designer

Duration: November 1997 – March 2002

I worked for Capcom for many years, where I was the senior game designer on Maximo Ghost to Glory and managed the gameplay design and design staff for the product.

  • Senior Game Designer on Maximo (PS2).
  • Produced the game design bible.
  • Helped with funding approval with Capcom Japan.
  • Created the game structure and story plot.
  • Designed Maximo’s combat system with Producer.
  • Designed most of the in-level play mechanics.
  • Designed 2/3rd of all levels for the game.
  • Designed the power-up management system.
  • Worked on Character A.I. and Game Camera.
  • Did final product tuning work.
  • Recruited, trained, and managed design staff.
  • Helped with yearly performance reviews for staff.
  • Evaluated and recruited outside Sound Studio.
  • Helped to design world builder tool for project.
  • Evaluate and report on external Capcom productions.
  • Responsible for new concept development.
  • Pitched new concepts to company directors.


Namco USA: 

Position: Manager of Design/ Producer

Duration: March 1996 – September 1997

I joined Namco USA as Manager of Design responsible for coming up with new concepts for the company and handling the transition and staffing of the studio from PC/Sega Saturn development to Sony Playstation development. I was also responsible for evaluating outsourcing companies and in-coming products for the company.

  • Responsible for converting studio to PSX Development.
  • Produced 6 New Namco concepts in 3 months.
  • Helped to evaluate outside studios for Namco.
  • Helped to secure Treasures of the Deep from Black Ops.
  • Lead Game Designer on Pac-Man Ghost Zone.
  • Managed production funding approval.
  • Managed a production staff of 17.
  • Help to design world builder tool for the project.
  • Namco Japan’s consultant to Rhythm and Hughes


Oddworld Inhabitants: 

Position: Manager of Design

Duration: 1995 – June 1996

I was brought in as Manager of Interactive Design by Sherry McKenna, Lorne Lanning, and venture capital group CPTV to come up with a gameplay system for the studio’s first game product Abes Oddysee.

  • Established the gameplay system for Abes Oddysee.
  • Designed (4) worlds of gameplay for the product.


Alexandria, Inc.: 

Position: Lead Designer and Design Coordinator

Duration: February 1994 – June 1995

I joined Alexandria, Inc. as Lead Designer on Izzy’s Quest, the mascot character game for the 1996 Olympics, published by US Gold (Now EIDOS). Later promoted to Design Coordinator of all productions at the company.

  • Lead Game Designer on Izzy for the 1996 Olympics.
  • Level Designer on Max Mayhem (NP)
  • Managed all designers for the studio.

The owners of Alexandria CPTV asked me to move over to help launch Oddworld Inhabitants, a new start-up also owned by CPTV at the time.


Zono, Inc. 

Position: Game Research Consultant

Duration: January 1995 -January 1995

  • Evaluated current hand-held games on the market and consult on future trends in this area. Only a one-month contract.


Abracadabra, Inc. 

Position: Movie Consultant

Duration: September 1994 -October 1994

  • Contracted to evaluate the movie script for Cutthroat Island and provide feedback.


Spectrum Holobyte: 

Position: Manager of Design

Duration: September 1993 -December 1993

I was brought in to manage game design for non-PC products for the company by the President. I was laid off with most of the staff in the department shortly after they were bought out by MicroPros.


  • Designed two proposals for Star Trek lic.
  • Consulted on VR project.
  • Consulted on gameplay on the outside projects from PF Magic.


Virgin Games: 

Position: Senior Game Designer

Duration: October 1991 -September 1993

I was the first game designer ever employed in-house by Virgin Games US and helped to build and train the design staff during the early 1990s. I also was the design lead on Global Gladiators (3rd Party Game of the Year), the award-winning Cool Spot for Genesis/SNES, and senior designer on Aladdin for Sega Genesis (4K Units Sold/ Developed in less than 4 months)

  • First Game Designer employed by Virgin Games US.
  • Helped to create the Design Group with David Bishop.
  • Co-Managed all designers for the studio.
  • Did first pass designs on many products for License approval.
  • Senior Game Designer of Aladdin (Genesis).
  • Lead Designer of Cool Spot (Genesis/SNES)
  • Lead Designer of Global Gladiator (Genesis).
  • Did the GDD for Jungle Book and many other products.
  • Help to design the tile world builder tool tUME.


Astra System Software: 

Position: Lead Game Designer/ Programmer

Duration: February 1988 -September 1990

  • Help to start a new game development group.
  • Designer/ Programmer of Dweaby’s Quest.
  • Designer/ Programmer of Legends – The Tower of Doom.
  • Designer/ Programmer of Legends 2 – The Underworld.