Creative Individual
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Resume

 

I've been doing art, design and creative work in games for over nineteen years, spanning nine published game titles including the creation of key franchises such as Tom Clancy's Splinter Cell and SOCOM U.S. Navy SEALs: Fireteam Bravo. I wrote Game Level Design which was published by Charles River Media. I'm also a returning GDC speaker and mentor. 

My specialties include: Creative direction for large and small products. Game, level and tool design. Management and mentoring. Innovation and invention. Scheduling and scoping. Character development, dialogue and screenplay writing. New production concept, pitching and documentation. Traditional illustration, photography and graphic design. Blacksmithing and metal work. I officiate weddings too, for fun

 

Design Director,
Microsoft/Turn 10

Dec 2018 - Present

Working with a cross-disciplinary team of developers to bring new and improved features to the next iteration of Forza Motorsport, helping to ideate, implement and improve accessibility thoughout our games and across XBOX, and providing design assistance, management, mentorship and lots of whiteboard drawings wherever needed.


Senior Design Lead,
Microsoft

Feb 2016 - Dec 2018

Helping create the video editor within Microsoft Photos for Windows 10. Managing an internal design team and working with the designers to review work in progress, give feedback and set up deliverables, along with making sure that our work drives progress on the studio's strategic scenarios and tactical goals. Additionally, working across the studio to help write and create content for videos and demos, driving  craftsmanship in our product and providing a creative hand in any capacity needed.


Creative direction on a ground-breaking interactive video course (Parent CRAFT) for parents of teen and adolescent substance users. Oversaw all aspects of design, production and polishing of product and home/marketing site. Responsibilities included creating concept art and design documentation, script writing and editing, casting, attending video shoots (on location and in studio), directing interface, content and editing, as well as post-production creative content, scripting and marketing strategy.


Lead Designer,
The Walt Disney Company

Jul 2012 - Aug 2014

Oversaw the design of Marvel Avengers Alliance Tactics, a cutting edge, real-time online game for Facebook. Draughted initial design concept and documentation, worked with other department leads and directors and helped manage a large, complex, constantly evolving product with an exceptionally high quality bar. In addition, managed and mentored studio designers, managed work with remote teams and gave product presentations to Disney executive staff.


Wore a variety of hats (CD/AD/LD/PR) on a newly-minted game studio in Seattle bringing classic space combat back in the form of Moon Breakers, a F2P multiplayer game that ran natively in Google's Chrome browser (and later on Steam).

Creative Director,
IMBA

Jul 2011 - Jul 2012


Contract design on Super Monday Night Contract. I helped develop a new game mode (and level) -- Danger Zone. I also developed a new map that was based on the classic 3-lane style layout common to DOTA and other MOBA games.

Designer,
UBER Entertainment

Jan 2011 - July 2011


Held the following roles on titles for the PlayStation Portable and PlayStation 3:

  • Creative Director on SOCOM 4 [PS3]

  • Creative Director on MAG [PS3]

  • Lead Designer on SOCOM: Fireteam Bravo 2 [PSP]

  • Lead Designer on SOCOM: U.S. Navy SEALs Fireteam Bravo. [PSP]

As Creative Director: managed the Design team, ran new IP development and worked at a strategic level with our production and marketing partners at Sony Creative Entertainment America. Wrote scripts and dialogue, helped direct voice and motion capture sessions and developed cinematic content with Sony's Visual Art Services Group. 

As a Lead Designer: designed core gameplay systems, scripted in-mission story and cinematics, developed and built game levels. Worked with the other leads to keep the bar high for quality, and make sure production was on track.


As Lead Designer, lead design on an completely original AAA kids title for Microsoft. Led a small team in developing several concepts to a pitch-presentation level for PC and PSP.

As level designer, designed, refined, implemented and polished numerous levels end-to-end (as well as rebuilt large portions of Hogwarts in the Unreal Engine) for:

  • Harry Potter and the Chamber of Secrets [PC]

  • Harry Potter and the Prisoner of Azkaban [PC]

Lead Designer / Level Designer,
Amaze Entertainment

Jul 2002 - Sep 2004


Lead Designer on an unreleased title for PS2 (The Drift) which eventually became Splinter Cell. As Lead Level Designer (uncredited) on Splinter Cell, helped create the original concept and the character of Sam Fisher. Built original demo level for greenlight pitch. Helped convert story to levels and created the initial level details for team of six level designers to take over. Worked with design lead to refine an implement gameplay, and other leads to keep on schedule. As level designer, created the Training/Tutorial map and the CIA map from start to finish, worked with artist on polish and final aesthetics.

Level Designer,
UbiSoft

Mar 1999 - Jul 2002

 


Designed several award-winning corporate interactive compliance software titles for companies such as Lockheed Martin, GE, Boeing, Johnson & Johnson, Raytheon and the U.S. Navy

Graphics Artist (UI),
Midi

Aug 1997 - Mar 1999


BFA in Illustration and Computer Graphics,
Trenton State College (The College of New Jersey)

1993-1997