The Order: 1886
God of War: Ghost of Sparta
TIGSource Procedural Generation, 2008
Member of the Sandbox Team (the guys that work on weapons, abilities, armor, aka player systems). Worked on weapons – pitch, prototype, polish. Notable Exotic Weapons: Sleeper Simulant, Trespasser, Nemesis Star, Sweet Business Balance Patches 2.3.0 2.4.0
High Concept Physics Touchscreen Game, 2011 PDF
First person adventure game about identity theft and Afikpo masks Metroidvania set in a floating robotic city
sin(Surfing), TIGSource Procedural Generation, 2008 LINK Bird and Fish, Global Game Jam, 2009 LINK
Moving on from Ghost of Sparta, a PSP action adventure game, we had to start from scratch on pretty much everything. In this way The Order: 1886 was an incredibly rare opportunity – to build a fully fledged cinematic third person shooter from the ground up – finding problems and coming up with solutions at[…]
Encounter design and scripting Putting together encounters for Atlantis, the first level of the game. Earliest to be fully implemented also used for the demo. Set the bar for all levels to come. Boss battle design and iteration Worked with other designers to create initial spec for major boss battles. Collaborated with programmers and animators[…]
I created a little steam curation page to highlight some of the games that have most influenced my design aesthetics over the years. Unsurprisingly, a lot of them are console to PC ports that probably play terribly outside of the original hardware.
I recently spoke at IndieCade 2014 for GameU, a series of talks “for folks interested in learning about the game development process, how to start developing on their own, and what making a game is about.” They asked for a beginner’s guide to combat design, and a couple of sleepless nights later, I managed to pull something together.[…]
My little cousin enjoying a pirated version of Mega Max X2 on his Game Boy Advance.