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BulletFarm Games

Jul 2024 - Nov 2025

Technical Game Designer

I worked on the AI and NPCs for a Co-op FPS. As an early hire I got to start working from blank C++ files and built that into a half dozen different human enemies, creatures, and boss monsters. 

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Click through to the next page, I have 4 videos that I can share of my work

Contact me for the password

Fun Sick Presentation

This is a talk I gave at mDev (the Midwest Game Developers Conference) in Madison, Wisconsin. 

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It's about finding new ways to validate Game Design ideas beyond asking "Is It Fun?"

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If you are looking at my portfolio and trying to get an understanding of how I approach Game Design problems, this will give you a detailed understanding.

Traega Entertainment

Feb 2024 - Apr 2024

Senior Combat Designer

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Unfortunately this wasn't a very long lasting position. I worked as a Combat Designer, directing Mocap Shoots, building and editing Player Combat Controllers in Unreal, and designing AI Frameworks. 

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However, after only about 30 days at the company we were told our funding was almost dried up and then 60% of the studio was laid off.

Demiurge Studios

Oct 2022 - Sept 2023

Senior Game Designer

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Worked on a team with the goal of building Demiurge's first Original Game in years. We prototyped several ideas using Unreal Engine 5. I built weapons, AI Behavior, and a ton of levels.

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I also worked with project leadership on our timeline and goals as well as mentoring other designers who helped with the project.

PUBG: Battlegrounds

PUBG: Madison

Jun 2021 - Jun 2022

Senior Game Designer

I worked on Weapons, Vehicles, and movement mechanics for the release of the Deston Map. I also assisted Level Designers with cover and prop passes of the map itself. 

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Additionally, I led a team that was prototyping and pitching future projects at the studio.

Assassin's Creed VR

Ubisoft Bluebyte 

Jan 2020 - Jun 2021

Combat Designer

Led the Combat Product Team and managed 7 engineers building First Person melee combat for a VR Assassin's Creed Game. 

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I designed and drove production of a major overhaul of our approach to melee combat, focused mainly on a new State-Machine driven AI framework. I also worked extensively with our animation team to rapidly prototype new attacks and behaviors. To accomplish this I directed and performed in Mocap shoots.

Elite Squad

Ubisoft Paris

July 2017 - Jan 2020

Game Economy Designer

Real-time fast-paced Mobile RPG starring a cast of characters from various Tom Clancy games.

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Main Responsibilities

  • Combat Formulas and Balance

  • Weapon Systems

  • Progression Design 

  • Monetization Design

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State of Chaos

Shiver Entertainment

Oct 2014 - Feb 2017

Game Systems Designer

Mobile RPG in a realistic and military setting.

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Main Responsibilities

  • Feature Design

  • Progression Balancing

  • Combat Design and Balancing

  • Monetization Design and Updating

  • UI Design

TaleWorld Entertainment

Dec 2013 - Apr 2014

Assistant Game Designer

Open-world RPG, sequel to Mount and Blade

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For several months I worked on the upcoming Mount and Blade game, Bannerlord.  While at TaleWorlds Entertainment I worked on single-player systems in Excel, created levels with their toolset, and pitched and designed several features. Until the game is released, unfortunately I can't publicly discuss my role, in the meantime I'll link to the project's page.

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