About

I’m a gameplay designer with almost a decade of design experience across a wide range of titles. I specialize in combat design, particularly enemy AI design. My goal is to create enemies that make the world feel real, encourage the use of the entire hero kit, and challenge the player in a viscerally entertaining way.
I love video games for the way players get lost in worlds and are encouraged to interact with the systems, mechanics, story, and themes in a way that’s richer than any other art form out there. Just some of the games that have captured my heart and imagination are Disco Elysium, Big Walk, Elden Ring, Soma, Rock Band, Outer Wilds, Nioh 2, Doom Eternal, and XCOM 2.
How I work
Reference
I’ve played over 1,300 games, keep a library of references, and am inspired by the best.
Translate
I communicate the ideas to all disciplines so the team and I can build in the same direction.
Build
I own the enemy systems end to end and build them from the ground up, from prototype to ship.
Reference library
What I offer
- Talks on preparing for the industryWhat studios look for and how to get ready. Talks at University of Utah, University of North Texas, University of Houston, and NYU.
- Design workshops and combat deep-divesHands-on sessions for teams and students. Workshop at University of Utah.
- Career and portfolio mentorshipMentoring at Gameheads, EAE, Gamecraft, Electronic Arts interns, and Coog Interactive.