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I am a uniquely creative Game Designer with a strong leadership background who undertakes complex problems and delivers a superior performance living in Dallas, Texas.

Most recently I was hired as a Principal Product Designer for Mobile Premier League based in India. Unfortunately, the US Branch within MPL was recently closed. While my time there was short, I had the opportunity to lead a team directly under the Head of Product to design FTUE’s, core systems, and tackle major design challenges in their current game titles.

For 2 years I grew as a designer at PeopleFun in Richardson, Texas. In February 2022 I became the lead game designer for Wordscapes Search, working with my team to write up various LiveOps features for the continued support of this project. In 2021, I was a game designer for Blockscapes, where my primary role was to design the progression experience, economy, and store for the Block Themes feature now live within the game. I have also worked on various other games such as Worldscapes (soft launched in Australia) and other unannounced projects.

Prior to my time at PeopleFun, I was a Systems Game Designer for a year and a half with Army Game Studio at SAIC. I was privileged to work with a very talented team of industry professionals, however, due to a loss of funding the project was cancelled before release. 

At Army Game Studio, I helped develop the core combat system for an unannounced Third-Person Hero Shooter. Specifically, I worked closely with Level Designers and Artists to develop the Hero’s skills and abilities using Epics Gameplay Ability System, AI Behaviour Tree, and Animation State Machine. This experience helped me grow as a designer following Agile Development to meet deadlines and communicate efficiently with the team.

My long-term career goal is to be a leader and an inspiration to others as part of the creative team for a new generation of games.

I have earned both a Master’s and Bachelor’s degree in Visualization from Texas A&M University. In addition, I worked as a game designer in the LIVE Lab, Texas A&M’s innovative think tank for designing educational video games. My design work from the LIVE Lab can be seen in commercially shipped game titles such as ARTê Mecenas and Variant Limits.

During my time in college, I grew as a video game designer, a leader, and a role model for others. Among these roles, I was a lead committee member for Texas A&M’s Chillennium, the largest student-run game in one location in the nation. Since its birth in 2014, I worked to ensure the growth in student involvement, sponsorships, and the continuing joy of jamming. In 2015, I became a leader of the Texas Aggie Game Developers, the student IGDA chapter at Texas A&M, and helped the organization grow from a membership of approximately a dozen students to more than 75 - one of the largest and most active IGDA chapters in the world.

In all, I love video games, and want to spend the rest of my life making gamers' dreams come true.

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