Interactive Games
Binary Smoke
Outside Game Studio
Release Date: TBD
Outside Game Studio
Release Date: TBD
It is the Future. Digital darkness has consumed the world. But hope remains in the form of Binary Smoke. Lead an uprising against the ruling class, and inspire a revolution that will restore faith in the future.
Players assume the role of a rogue Binary in a living city full of colorful characters and dangerous villains. Rebelling against the ruling class, players will inspire a revolution to change the course of their lives forever.
Creative/Technical Director
I created the vision and original prototype and now consult Outside on the creative development of the project.
Players assume the role of a rogue Binary in a living city full of colorful characters and dangerous villains. Rebelling against the ruling class, players will inspire a revolution to change the course of their lives forever.
Creative/Technical Director
I created the vision and original prototype and now consult Outside on the creative development of the project.
The Asemblance series offers first-person exploration and puzzle-based gameplay, which puts you at the center of the story's mystery. Through the use of an AI-guided memory machine you are able to visit simulations of recorded memories. The more you explore the memories, the deeper stories they tell… venture deep enough and unlock the buried puzzles and you just may learn the truth.
Creative Director
I'm responsible for all creative and technical direction. I lead a small group of very talented writers, sound designers, and composers to independently ship Asemblance on the Nintendo Switch, PlayStation4, XboxOne, and PC platforms.
Creative Director
I'm responsible for all creative and technical direction. I lead a small group of very talented writers, sound designers, and composers to independently ship Asemblance on the Nintendo Switch, PlayStation4, XboxOne, and PC platforms.
Check out NiloStudios.com for more information on the Asemblance series.
Below are the trailers for both Asemblance titles.
Below are the trailers for both Asemblance titles.
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Destiny is a first-person action adventure video game set in a "mythic science fiction" setting. The game features a massively-multiplayer "shared-world" environment with elements of role-playing games.
Design Lead and Experience Director
During the production of Destiny, in additional to team development, I was responsible for the initial concepting of key gameplay moments and components, including the start of the game (used for the E3 reveal of the game) and the "public events" seen throughout the game which were designed to encourage strangers to play the game together in the shared public world. I also led the spatial and gameplay design of the full "Cosmodrome" destination, including the initial spatial concepting and layout.
Below is a video of the first mission of Destiny, an experience I was responsible for concepting and building. This experience is designed to introduce players to the world of Destiny and teach them how to play the game.
Design Lead and Experience Director
During the production of Destiny, in additional to team development, I was responsible for the initial concepting of key gameplay moments and components, including the start of the game (used for the E3 reveal of the game) and the "public events" seen throughout the game which were designed to encourage strangers to play the game together in the shared public world. I also led the spatial and gameplay design of the full "Cosmodrome" destination, including the initial spatial concepting and layout.
Below is a video of the first mission of Destiny, an experience I was responsible for concepting and building. This experience is designed to introduce players to the world of Destiny and teach them how to play the game.
Halo: Reach is a first-person action video game that takes place in the year 2552, where humanity is locked in a war with the alien Covenant. Players control Noble Six, a member of an elite supersoldier squad, when the human world known as Reach falls under Covenant attack.
Design Lead
During the development of Halo:Reach I was responsible for the initial concepting of key gameplay moments and components, including the start of the game, the space fighter sequence used in the E3 reveal of the game, and the very last "Objective: Survive" sequence.
Additionally, I was responsible for leading the mission design for the "single player campaign" story gameplay experience. This included directing the level and environment layouts, the story and gameplay pacing, and working with the audio, art, and story departments to deliver a cohesive and immerse experience across the game.
Below is a video from the 2010 PAX panel discussing Halo:Reach. My segment starts at the 4:35 mark. I briefly discuss the processes we use to develop gameplay concepts in the pre-production phase of the project.
During the development of Halo:Reach I was responsible for the initial concepting of key gameplay moments and components, including the start of the game, the space fighter sequence used in the E3 reveal of the game, and the very last "Objective: Survive" sequence.
Additionally, I was responsible for leading the mission design for the "single player campaign" story gameplay experience. This included directing the level and environment layouts, the story and gameplay pacing, and working with the audio, art, and story departments to deliver a cohesive and immerse experience across the game.
Below is a video from the 2010 PAX panel discussing Halo:Reach. My segment starts at the 4:35 mark. I briefly discuss the processes we use to develop gameplay concepts in the pre-production phase of the project.
Halo 3 is a first-person action video game that centers on the interstellar war between twenty-sixth century humanity and a collection of alien races known as the Covenant. The player assumes the role of the Master Chief, a cybernetically enhanced supersoldier, as he battles the Covenant.
Mission Designer
This was my first job working with Bungie and the Halo franchise.
I was design lead for "The Storm" and "The Covenant" missions.
This was my first job working with Bungie and the Halo franchise.
I was design lead for "The Storm" and "The Covenant" missions.
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Condemned: Criminal Origins is a first-person video game with psychological horror elements, that places an emphasis on puzzle solving, including searching for fingerprints and gathering evidence.
I was directly responsible for working with the art, audio, and story teams to direct and implement two missions throughout the game, including the first mission where players learn how to play the game and collect evidence from crimescenes. I also helped concept and develop key gameplay sequences, one being the department store mannequin scene.
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America's Army: Special Forces
US Army
Release Date: November 6, 2003
America's Army was a first-person action video game that was funded by the US Army as a recruiting tool. The game was branded as a strategic communication device, designed to allow young Americans to virtually explore the Army at their own pace and according to their interests to determine if soldiering matches their needs, interests and abilities.
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I responsibilities included mission/level design, environment artist, and effects artist. I designed and built the original SF-Sandstorm and SF-Hospital levels.
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