A proven track record of delivering back-of-the box features over eleven years of AAA experience for Electronic Arts and Sony Interactive Entertainment.
I enjoy designing new features from the ground up, 3D modeling, scene building, UX/UI, and leading teams to next-generation experiences, from concept to prototype to delivery. I have a passion for learning and producing across all dependencies of game development and interactive applications.
Published Work & Community Reactions
[TTB] IMAGINE THIS STADIUM CREATOR FOR PES 2022 & BEYOND! 😱 | THE TYPE OF INSPIRATION WE NEED!
MLB THE SHOW 20 FIRST DIAMOND PULL INSANE 91+ PULL!
STADIUM CREATOR FOR FIFA 22 - THIS IS WHAT WE NEED!
EARLY ACCESS TOURNAMENT: Super Mega Baseball 4 (We're in the Game)
Fractality
MLB The Show 21 Crazy 360 HR Replay!
500 FT HR's at the Field of Dreams in MLB The Show 21
MIKE TROUT PULL LIVE REACTION
Stadium Creator Series || TAMPA BAY v2.0 (MLB The Show 21)
Environment Art & Visualization for
Architect David Spear, Mountain Concepts (2024)
CAREER
(2024) This year I have been building a complex polyphonic MIDI sequencer, a custom hardware and software integrated project. Designed completely from scratch, the hardware runs on a dual-processor architecture with two microcontrollers. This project has been a culmination of the skills I've learned as a game designer - a combination of UX / UI, systems design, interactive design, project management, and software engineering. The experience has taken my skills to a new level, and encouraged me to dive into new world where I am able to combine my interactive design and UI skills with new electrical engineering skills that I've always wanted to explore. More information for this project can be found at www.funkycoldmachines.com.
Along with this personal venture, I have been keeping my traditional artistic skills sharp with professional visualization projects for architect David Spear of Mountain Concepts in the Truckee / Lake Tahoe area. These stunning home designs are brought to life with some environment art and lighting that captures the essence of the Sierra Nevada pine forests, rendered in Unreal 5.
(2022-2023) Senior Game Designer for Electronic Arts, Metalhead Software, where I got to lead some key features for the release of Super Mega Baseball 4. My work there included creating the game opening cinematic, which highlights dynamic players based on the user's game history. I also led the creation of the Legends League, the leading back-of-the-box feature, designing the team artwork and in-game player likeness for all 245 Legends. This included assigning and balancing all player traits, gameplay attributes, and game systems. I designed a new Pressure system which is used game wide to drive situation specific animations and audio. I built a custom sky generator in Blender that gave full gradient sky control and time of day control, exporting cubemaps used for all gameplay environments. I built the home screen 3D environment for the user interface. Lastly, I initiated the partnership with the Jomboy Media team, and built out the Creator's Classic with a network of over 40 community partners, at the same time being responsible for first party marketing image deliverables seen on storefronts.
(2012-2021) Previous to my time at EA I was with Sony San Diego Studios for the first 9 years of my career. There I ultimately led the development of the Stadium Creator feature, from concept to prototype to delivery. This included UX wireframing and research, UI design, asset list and game design documentation, priority management, game-mode implementation, and scrum leadership. Ultimately I was responsible for Stadium Creator being shippable for next-gen titles, and for building the 30 template stadiums.
I redesigned the pitching meter interfaces which are still used today. I led the concept of, and built the cinematic sequences for the Diamond Pack opening experience, including implementation in-engine. Earlier in my career I was the lead designer on the Road-to-the-Show RPG interactions, building the off-the-field environments, leading mocap sessions, and creating a new progressive game-mode experience. I made a lot of cinematic in-game sequences, including the 360 or 4D replay feature. I helped design new back-end tools, train new hires with our engine and tool set, and got to collaborate with every department along the way.