ABOUT ME
I’m collaborative, mindful, and I have a laugh that can be heard from anywhere in the building. I began my career creating one E3 mission after another, but have shifted from making content to now leading those far more talented than I at creating it. I've been lucky to have spent my career on ambitious teams that took risks and pushed the genre forward. Having launched three massive, successful new IP’s across six critically acclaimed games, I have learned that team health is just as much a factor of consistent results as hard work or talent. I plan to continue leading happy teams who dream big and make splashes.
2017 - 2020
Respawn
| Narrative Design Director
Apex Legends
□ Helped establish the brand identity.
□ Developed the live service character creation
pipeline and directed 50+ developers across all
disciplines for every character from inception to ship.
□ Created and ran the writing department.
□ Drove Apex’s unique method of storytelling through a nexus of gameplay and social
media engagement with a team of designers, writers, and marketing creatives.
□ Unified the creative vision for marketing, design, and art starting with
Season 4’s launch, which generated over a 100% increase in engagement.
□ Trained multiple leads across various departments to replace me on exit.
2010 - 2017
Respawn
| Senior Designer
Titanfall
□ Established standards for global scripts,
including the API for in-game cinematics.
□ Developed many characters
including fan favorite, Viper.
□ Mocap contributor for Titanfall Games.
□ Created new narrative design techniques to tell story in MP.
□ Designed gameplay, built levels, and scripted various
missions across Titanfall and Titanfall 2.
□ Call of Duty: Modern Warfare 2 | No Russian
□ COD 4: Modern Warfare | All Ghillied Up
□ COD 4: Modern Warfare | Crew Expendable
2004 - 2010
Infinity Ward
| Designer
Call of Duty
□ Drove the creation of some iconic missions,
pushing the cinematic experience without
sacrificing gameplay:
□ Developed new AI behaviors and API’s through
design, scripting, and collaboration with animation.
□ Scripted global gameplay toys, physics systems, fx memory
streaming, and other technical and gameplay improvements.
□ Created E3 demo’s and ate a lot of Benihana’s. Still paying attention?