Welcome to my freelance portfolio site! This page showcases published
game projects for mobile/web platforms, Nintendo Wii, PlayStation 2,
PlayStation Portable, PlayStation 3, PlayStation 4, Windows PC systems,
and iOS. Images and video links are provided for each project, if
available. I'm currently operating in the North Dallas area (Texas,
USA), and am currently available for freelance/contract work (remote or on-site).
Wayfinder is an action-packed online hero RPG with
both open world and instanced semi-procedural dungeon elements. The
development is ongoing, with the product currently in an early access
state on Steam and PlayStation 5. It is built in Unreal 4.x. For this
game, I designed and scripted (Blueprints) combat game-play elements,
built level components, implemented & tuned enemy behaviors, and
worked on various bug fixes and optimizations.
Big City Stories is an online multiplayer city-building
game with player avatar walking and driving functionalities. The
development project ran for over two years, utilizing Unity3D, C#, Maya,
Photoshop, and in-house tools. For this game, I scripted game-play
functionality, designed new elements, built level components, created
environmental 3D model assets, and worked on various bug fixes and
optimizations.
Novus Prime is a four-player cooperative online space
shooter for which I served as designer, with heavy game-play logic
implementation and 3D art work. This included writing major documents
and in-game text for the project. I also handled level-building,
lighting, and art asset creation for UI elements and and 3D environment
models. All game logic was scripted in Lua, with art prepared in Maya
and Photoshop. World-building was handled with PlayStation 3 in-house
tools.
Home Tycoon is a full-3D city-building game in which any
user in PlayStation Home may visit and drive around any of the cities
the players have built. For this project, I served as project manager
(scheduling, client handling, briefings), and managed the localization
and release process for the Sony regions in North America, Europe, and
Japan. As project needs demanded, I also assisted with various design
and implementations tasks.
All game logic was scripted in Lua, with art prepared in Maya and Photoshop.
Osiris Legends is a single-player action RPG set in a
fantasy world inspired by Egyptian mythology. I primarily handled
project management duties, working with leads on task scheduling and
interaction with project stakeholders. The management was heavily
focused on fostering strong communication between teams, and keeping
developers updated, overall.
Most game logic was scripted in Lua, with art prepared
in Maya and Photoshop. World-building was handled with Barking Lizards
in-house tools.
"Spongebob Squarepants: Truth or Square" is a PSP 3D
action platformer built in the vein of titles like "Jak and Daxter". As
producer, I served at the primary point of contact for stakeholders and
console release managers (THQ, Sony Computer Entertainment) and handled
various development project management tasks. The game launched in the
Sony America and Europe regions.
Most game logic was scripted in Lua, with art prepared
in Maya and Photoshop. World-building was handled with Barking Lizards
in-house tools.
For this project, I remodeled hundreds of environment
assets for compatibility, optimization, and to meet visual standards set
by our art directors. During this process, I created a dozen musical
instrument models from scratch, each with 4-5 paintjob variants, along
with numerous environmental special effects involving animated textures
and particle systems. In addition, I wrote and repaired Maya 3D
asset-processing scripts and batch-conversion tools, along with
game-play implementation scripting work in Lua.
Clearasil Ultra Fast Back to School Dash is an endless
runner game for which I served as lead designer. I wrote the design
documents, all game text, and designed each level in the game. A great
deal of fine-tuning went into honing the twitch game-play of this title.
All game logic was scripted in Lua, with art prepared in
Maya and Photoshop. World-building was handled with PlayStation 3
proprietary tools.
Slim Jim Spice Rescue is a side-scrolling runner in
which the player must avoid obstacles and complete special objectives.
As lead designer, I was responsible for writing the original proposal
documents, the design documents, and all text found in the game. I also
designed and tuned each level for challenging twitch game-play.
All game logic was scripted in Lua, with art prepared in Maya and Photoshop.