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.
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





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






VIDEO · 3:30Operations
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
VIDEO · 0:25








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