I worked as a designer at Certain Affinity while we assisted id with the DOOM multiplayer:
"Dominate your opponents in DOOM’s signature, fast-paced arena-style FPS combat. In both classic and all-new game modes, annihilate your enemies utilizing your personal blend of skill, powerful weapons, vertical movement, and unique power-ups that allow you to play as a demon."
I served as a level designer on Bioshock: Infinite. This included designing and scripting combat, narrative sequences, and layout/flow for the level "Finkton", prototyping and iterating on new tech, designing maps used in usability testing, AI companion scripting, and more.
I worked as a level designer on the "Housewares" level from Burial at Sea Episode 1. This included designing and scripting combat + narrative sequences, AI companion scripting, and layout/flow.
I worked as a level designer on the "Columbia" level from Burial at Sea Episode 2. This included designing and scripting combat + narrative sequences.
I designed and scripted combat in several of the levels in Clash in the Clouds.
Shoot Many Robots is a 4-player co-op, run-n’-gun RPG released on XBLA. I served as a level designer, designing and developing over half of the levels, including the following below. This includes writing design docs with paper maps, environment designs, and narrative specifics; greyboxing and propagating levels with static meshes; and scripting combat encounters.