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RESUME

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PROFESSIONAL INFO

I am a Game Designer with expertise in crafting engaging stories and experiences centered around game mechanics, level and narrative design.  I have experience designing both single-player and multiplayer levels, and creating in-game cinematics that bring concepts to life. My work focuses on building immersive environments and experiences that inspire and engage players. With extensive experience across a variety of genres—including RPGs, FPS, mobile games, 2D/2.5D platformers, VR, and location-based VR—I have a variety of skills to pair with my background in philosophy to bring a unique perspective to design and creativity within games.

  • 6-7 years of professional game design experience.

  • Expertise in game design, level design, combat design and balancing, economy design and balancing, pacing player motivations, usability, difficulty balancing, gameplay tuning, and rapid prototyping.

  • Proficient in both 3D, 2.5D and 2D design in different game engines.

  • Visual/non-visual scripting languages.

  • Strong artistic and analytical sensibility that integrate narrative and gameplay mechanics for compelling player experiences.

  • Strong game documentation, feature specs, and level layouts that map out a game on paper.

  • Experience managing teams in both agile (scrum) and waterfall development methodologies.

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EMPLOYMENT

Machine Zone (Applovin) | Game Designer  (11/2019-01/2025)                                                                        https://www.mz.com/#1

  • Oversee game combat design and balancing for live-service games.

  • Design, spec, and improve content, systems, game events, and features.

  • Review and train designers on combat balancing, content creation, and feature development.

  • Analyze game data, adjust balancing, fix bugs, and develop LiveOps strategies.

  • Extremely fast-paced environment requiring adaptability and quick problem-solving.

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Epoch Games | Lead Level Designer (06/2019 - 03/2020) | Level Designer (11/2018 - 06/2019)        http://epochgames.co.uk/

  • Oversaw, designed and implemented game levels, placing assets and structuring environments.

  • Developed documentation for game mechanics, world-building, and level design.

  • Led level design meetings, reviewed applicants, and assigned tasks to team members.

  • Collaborated with designers and developers to find creative solutions to game challenges.​​

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Nomadic VR | Junior Game Designer/Producer & QA Tester (07-11/2018)                                                               www.blurtheline.com

  • Developed creative solutions for in-game and physical space challenges.

  • Contributed to new game concepts for location-based VR experiences.

  • Tested and debugged game functionality in both digital and physical environments.

  • Coordinated across teams to ensure project milestones and quality standards were met.

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Freelance Work | Game Designer (07/2016-11/2019)

  • Designed and prototyped game mechanics, levels, and systems for personal and collaborative projects.

  • Created proof-of-concept prototypes to demonstrate gameplay and mechanics.

  • Developed and modded game content, integrating assets and scripting for functionality.

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STUDIO RELEASES

  • Reign of Vampires (Mobile, Full Development + Live Service) (MZ)

  • Final Fantasy XV: War for Eos (Mobile, Full Development + Live Service) (MZ)

  • Final Fantasy XV: A New Empire (Mobile, Live Service) (MZ)

  • Arizona Sunshine: Contagion Z (LBVR, Full Development) (Nomadic)

  • Storyworld (Literacy App, Full Development) (Storyworld, Previously E-Global Reader)

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PROJECTS

Last Fate (VR Puzzle Game, Leap Motion Integration) | Game Designer (01-06/2016)                                                   LAST FATE PAGE

  • Designed levels, mechanics, and obstacles, creating supporting documentation.

  • Implemented models, animations, and scripts to develop interactive puzzles.

  • Collaborated with artists to align aesthetics with the game’s overall theme.

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Manifest Dinner (Board Game) | Co-Creator & Designer (08-12/2014)                                                                 MANIFEST DINNER PAGE

  • Developed game mechanics, board design, and player interactions from concept to completion.

  • Designed all physical components, including the board, cards, and player pieces.

 

The Marin Renaissance | Co-Founder (2010-Present)                                                                                  www. themarinrenaissance.com

  • Developed and managed content, overseeing business operations and site maintenance.

  • Produced and promoted three mixtapes showcasing local musicians and culture.

  • Engaged social media marketing efforts to grow audience engagement.

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INTERNSHIPS

Storyworld (Previously eGlobal Reader) | Intern/QA Tester  (04-10/2013)                                                           http://storyworld.us/​

  • Developed children’s language immersion app in Spanish and Mandarin.

  • Created dictionaries for the program languages.

  • Inputted, edited code and audio files, and tested usability(QA).

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EDUCATION

Academy of Art University. BFA. Game Design. May 2016

University of California, Riverside. BA. Philosophy. June 2012

Tamalpais High School, June 2007

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REFERENCES AVAILABLE UPON REQUEST

RECOMMENDATIONS LINKEDIN -                                                           LINKEDIN PROFILE

LETTER OF RECOMMENDATIONS

Nomadic                            Storyworld

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SKILLS

General:

-Game Design

-Level Design

-Design Documentation

-Data Driven Design

-LiveOps

-Combat Design + Balancing

-Economy Design + Balancing

-Scripting:

  • C#

  • Lua

  • Blueprint

  • Java (Unity)

  • Action Script

-Game Mechanics

-Pacing

-Puzzle Design

-VR Design

-Storyboarding

-Game Writing

-Piano

-Musical Theory

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Game Engines:

-Unreal

-Unity

-Data Driven Games (Excel)

-Twine

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Art/Drawing:

-Adobe Photoshop

-Adobe Illustrator

-GIMP

-Quixel Suite

-CrazyBump

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Documentation:

-Microsoft Office

-G-Suite

-Jira

-Confluence

-Tableau

-Slack

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Modeling:

-Maya

-Blender

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Script Editors:

-Microsoft Visual Studio

-Textwrangler​

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Version Control:

-Perfoce

-Github

 

Tracking Software:

-Motive

-Leap Motion

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Quality Assurance:

-Tested and debugged games from development through live service.

-Documenting issues into a test database. 

-Proficiency in bug reporting format, executing release, and sign-off criteria

-LBVR game testing, analyzing both digital and physical gameplay elements.

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