I started in the industry as a texture Artist in 1998. I quickly became passionate about design. Leading me into level design and scripting. I have enjoyed the ever-evolving challenges and changes in game design and tools.
Art is not my focus, but I'm capable of creating 2d and 3d assets.
Testing the new Unreal (5) Modeling tools.
I recently ended my remote contract with Wolf Eye studios. I had a great time working with the remote team.
Hybrid action RPG SIM
My core responsibility was creating and scripting side quests for Weird West using the Unreal 4.
Mobile physics puzzle game
The game was built for Android & Apple published to Google Play, Barns and Noble, Amazon, and Apple Store.
List of core systems scripted.
Android APK File If you interested in playing Spirit Catcher on Android.
I created the level editor using the Corona SDK scripted in lua.
Lego Universe MMO.
Core scripting responsibility.
Web Action RPG
Near the end of Lego Universe I switched teams to work on Fortune Online. I took on the responsibility of balancing the weapons system. SQL Database / EXCEL
Gods & Heroes: Rome Rising MMO
Worked with the lead designer and artist to layout multiple zones. Map design correlated with an internal wiki. I was responsible for 2 major outdoor zones and 3 dungeons. On the side, I created macro tools to speed up the entity base scripting.
Outdoor zone 2d map indicating npc placement and level.
Shadow Ops: Red Mercury Military FPS
Levels were created using Unreal Radiant. I was responsible for 2 levels and 3 low poly multiplayer maps. The levels are old-school brush-based with entity-based scripting.
Low ploy multi-player maps that supported Xbox 360 4x split-screen.
Indiana Jones and the Emperor's Tomb Action Adventure
Levels were built using a proprietary engine called SlayED it was a hybrid of Unreal and QuakeED. Really impressive engine for its time and had a lot of fun using it. Was responsible for 4 levels and took on additional technical scripting tasks.
During pre-production, I laid out 6 maps and design docs. Before Smart Draw became our industry-standard I was using Flash to create interactive 2d maps.
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