

Electronic Arts
April 2023 - Present
Creative Director - Frostbite
As Creative Director of the Frostbite Content Team, I lead a multidisciplinary group of technical artists and technical designers across key feature domains within the engine. Partnering closely with Product and Engineering teams, I focus on ensuring Frostbite evolves to meet the real-world needs of game creators. My team drives the development of training solutions, example content, and demos that empower users, while also providing direct technical support to studios integrating the engine. We play a critical role in feature validation, aligning functionality with design intent and ensuring a seamless creator experience. Through this work, I help bridge the gap between engine development and creative production, building systems and workflows that enable teams across EA to innovate faster and deliver higher-quality experiences.
Director of Content - Frostbite
As the Director of Content, my mission remains consistent: to guarantee that Frostbite users receive creator-centric content solutions and adoption support, enabling them to craft exceptional games using Frostbite.
March 2020 - April 2023
Amazon
March 2015 - October 2019
Senior Game Designer - Amazon Game Studios - Publishing
As Senior Game Designer on the Publishing Team, I oversaw design quality for games we were publishing. This included mentorship, design direction, and as-needed game redesign for each developer that I worked with. My role also included review of new proposals, strategy planning on future games, and working with Marketing to help message the gameplay experiences of the games we released.
Creative Director - Amazon Lumberyard
As Creative Director on the Demos and Samples Team for Lumberyard, I defined and drove the creative direction for all our demos and samples. These demos and samples showcased the power and possibilities of the Lumberyard game engine, the results of which can be seen here.
February 2014 - March 2015
Apollo Group
August 2013 - February 2014
Director of UX and Design Incubation
As Director of UX and Design Incubation, I worked in the new initiatives division of Apollo developing Balloon, their career education and training project. My role was to drive the creative direction of the website and improve the flow and customer experience. In addition, I was also tasked with incubating new ways to educate and train individuals looking to start new career paths.
Microsoft Game Studios
Senior Game Designer
As a Game Designer at Xbox, I worked in a wide range of groups and roles. My first three years involved incubation on new game concepts and technologies, which ultimately released as Kinect. I worked for internal studios developing new games and I worked in publishing shipping games created by hired developers. In every role, my responsibilities always focused on making great game experiences for players.
August 2007 - August 2013
Amaze Entertainment
October 1999 - August 2007
Pirates of the Caribbean II - PSP
Lemony Snicket - PC
Harry Potter and the Prisoner of Azkaban - PC
Harry Potter and the Chamber of Secrets - PC
Harry Potter and the Sorcerer's Stone - PC
Wild Thornberries - PS1
Lead Game Designer
As Lead Designer at Amaze my role was to drive the design direction of the gameplay experiences we created. My role required me to manage designers, level designers and, environment artists, and to help them grow their careers. I established production pipeline methods and defined design and visual quality expectations on the games we shipped. I worked with production to make sure we consistently delivered our milestones on time and to contracted expectations. Working with several important IP properties taught me the challenges of maintaining brands while pushing the gameplay experience to levels that made them fun and exciting for players.
Realtime Associates
Lead Artist
As Lead Artist I worked to define production pipeline processes for all visuals in each game I worked on. I managed our production artist for each game and helped them deliver games to the expected visual quality. I drove game design features as needed, as the studio didn’t have game designers, just artists, developers and producers