The Work

Every seat. Receipts included.

Hands-on work across the three disciplines of making games. It's here as evidence that I've done these jobs, which is what lets me diagnose problems between them.

01 · Making Games

Development

Environment, hard-surface, and technical art; UI/UX design and implementation; level and technical design in Unreal Engine. The range runs from AAA weapons for Treyarch and Epic to Rebel Core: Awakens, a playable prototype I built almost entirely myself.

Rebel Core: Awakens · Near-solo prototype · Public Steam Playtest

INFESTSTATION · Principal environment & hard-surface artist · Sole tech artist

Arkheron · Bonfire Studios · World art, level tiles & tech art

Read the Arkheron case study →

AAA · Call of Duty: Black Ops III · Fortnite · Homefront: The Revolution

Kinect Star Wars · Terminal Reality · Pipeline & level prototyping

02 · Leading the Vision

Direction

Creative and de facto game direction for INFESTSTATION and Rebel Core: pillars, systems design, boss and level design, and the lighting and art direction boards that kept every discipline aimed at the same target. Much of this job is making the vision easy for other people to act on.

Pillars & systems

Boss, level & encounter design

Art direction

03 · Running the Business

Operations

As CEO I raised a $3.4M seed round, ran the board, and handled all pitch materials, planning, Steamworks operations, and marketing. The marketing was written from inside the game's world, not bolted on afterward.

Pitching & fundraising

Planning & release operations

InfinitasDM · Kickstarter-funded · Shipped on time and on budget

Marketing from inside the world

Hear more of my Rebel Core soundtrack: the Ambient Machinewaves playlist →

Contact

Tell me what's broken.