About Me
I am a passionate and versatile Game Developer specializing in Cinematic and Narrative Design, driven by a deep love for creating immersive, story-driven experiences. My path began in film and evolved into game development. I have contributed to large-scale titles such as EXODUS and DOOM: The Dark Ages, as well as several AA, indie, and self-published projects, including one successfully released on PlayStation.
With experience across every phase of production from concept through launch, I focus on seamlessly integrating narrative and gameplay. My work spans cinematic and narrative design, technical implementation, and creative direction, supported by a strong foundation in gameplay engineering. I have also led small multidisciplinary teams, guiding developers and artists toward cohesive creative and technical goals.
As an award-winning filmmaker and ArtCenter College of Design graduate, I bring a cinematic eye and storytelling precision to interactive worlds. My goal is to craft emotionally resonant experiences that captivate players and push the creative boundaries of what games can achieve.
Resume / Game Experience
EXODUS
Technical Cinematic Designer
Archetype Entertainment
Script and deliver data-driven dialogue scenes and gameplay-embedded narrative segments, prioritizing scalability and cohesion across the experience.
Collaborate with production, narrative, cinematics, and design teams to ensure story, gameplay, and aesthetic align seamlessly.
Utilize Unreal Engine along with proprietary tools to integrate narrative elements directly within gameplay contexts.
Ensure all implemented content meets narrative vision, cinematic standards, and the established aesthetic quality bar.
Operate autonomously in an agile production environment, coordinating with QA, production, and narrative teams while managing time-sensitive priorities.
Doom: The Dark Ages
Technical Cinematic Designer
id Software
Responsible for in-game cinematics, creating seamless transitions between gameplay and story-driven moments.
Collaborated with cross-functional teams to maintain player immersion and narrative flow throughout the game.
Identified and resolved technical issues affecting cinematic quality and narrative presentation, ensuring the final product met high standards.
Conducted rigorous testing and troubleshooting to ensure cinematic sequences were aligned with project vision and delivered on time.
Order of the Elements
Lead Narrative and Cinematic Designer
Tigerroll Studios
Developed and implemented narrative content, including dialogue trees, quest logs, NPC interactions, and worldbuilding elements for a dark medieval co-op RPG.
Crafted immersive storytelling experiences within established lore, ensuring consistency with the game’s dark, realistic, and sarcastic themes.
Crafted and polished complex cutscenes and in-game cinematics to deliver a seamless, cinematic experience that enhances player immersion and meets the highest professional standards.
Integrated narrative elements directly into gameplay, creating immersive storytelling moments through environmental details, NPC behaviors, and quest progression.
COVENANT
Technical Gameplay Engineer
Legion Studios
Partnered with design teams to create and refine narrative-driven systems and mechanics that enhance player engagement.
Researched and developed tools to seamlessly integrate storytelling elements with gameplay, elevating narrative cohesion.
Created and implemented innovative gameplay features, including interactive inventory systems and dynamic environmental mechanics, to enrich the player experience.
Recorded numerous cutscenes for marketing and trailers, working with the team to ensure cinematic moments were aligned with the narrative and effectively showcased in promotional materials.
Midnight Acres
Solo Developer, Director, Producer
Self-Published on Steam
Independently developed and published a single-player FPS farming game, combining narrative-driven gameplay with atmospheric design.
Handled all aspects of development, including game design, programming, art, and sound, ensuring a cohesive and engaging experience.
Focused on delivering a tense, immersive experience, creating story elements that enhanced player engagement.
Designed and developed expansive open-world environments, creating immersive, dynamic landscapes that encourage exploration and strategic gameplay, while ensuring seamless integration with core mechanics and narrative elements.
Animalistic
Game Director, Producer, Narrative Designer
Self-Published on PlayStation
Led a team of freelancers, including artists, programmers, and composers, to create a narrative-driven action game.
Coordinated all aspects of development, from concept to release, ensuring timely delivery and high-quality content.
Secured a voice actor from God of War to enhance the narrative experience, elevating the game’s storytelling.
Oversaw successful publishing on PlayStation, managing the submission process and achieving a major milestone.