

Electronic Arts
Director of Content - Frostbite
As Director of Content for the Frostbite engine team, I led a multidisciplinary group of technical artists and designers focused on improving the content creation experience for developers across EA’s global studios. My role combined creative direction, production oversight, and strategic alignment with Product and Engineering to deliver solutions that streamlined onboarding for new users, accelerated feature adoption, and enabled more efficient workflows through high-quality example content and scalable training resources.
I built and scaled a high-performing team, established production pipelines, and introduced standards that significantly reduced development time for feature examples. These efforts bridged engine technology with practical application, ensuring Frostbite evolved to meet real-world developer needs while enabling studios to adopt new features quickly and confidently.
Key Achievements
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Managed and scaled the Frostbite UX Content team from 4 to 24, establishing hiring strategies, career development programs, and team role frameworks to support growth and delivery.
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Pitched and secured approval for Project Vanguard and served as Producer for a 28-person cross-team initiative that drove Frostbite feature adoption, workflow improvements, and accelerated onboarding across EA studios, resulting in:
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Delivery of 250+ feature examples supporting onboarding and feature validation.
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Establishment of production pipelines and standards that reduced example creation time from weeks to days.
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Implementation of a bi-annual content release process, aligned with QA, to update examples with each Frostbite release.
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Creation of Creator Hub, a centralized content library and standalone training repository for examples and tutorials.
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Provided direction and staffing resources to Documentation and Instructional Design teams to produce 85+ tutorials.
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Aligned content priorities with Frostbite Product Team objectives and feature roadmap, ensuring strategic impact across multiple product domains.
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Reported progress, risks, and quality metrics to senior leadership and stakeholders, providing full visibility into delivery health.
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Promoted from Creative Director to Director of Content in 2023 based on operational success and leadership impact.
March 2020 - June 2025
Example Showroom Libraries
250+ examples across 24 Showrooms
Fujin Render Demo
The Forest Render Demo
Character Prototype Mannequin
Beeline Game - Developer Onboarding
Amazon
May 2015 - October 2019
Senior Game Designer - Amazon Game Studios - Publishing
As Senior Game Designer on the Publishing Team, I was responsible for ensuring the design quality and creative integrity of externally developed titles within Amazon Game Studios’ portfolio. My role combined design oversight, developer mentorship, and strategic input across multiple projects, working closely with partner studios to improve gameplay experiences and meet quality benchmarks.
In addition to direct design guidance, I supported the evaluation of new proposals, contributed to portfolio planning for future titles, and collaborated with Marketing to position gameplay experiences for successful launches. This role required balancing creative vision with business priorities, while maintaining strong relationships with development partners to ensure predictable, high-quality delivery.
Key Achievements
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Oversaw design direction and quality assurance for 10 externally developed titles, providing feedback and hands-on support to improve core gameplay and user experience.
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Led design intervention and full redesigns where necessary to align games with creative and quality standards.
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Mentored partner developers on design best practices, systems balancing, and player engagement strategies.
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Collaborated with the Marketing team to define positioning and message gameplay features for launches, ensuring strong alignment between creative direction and consumer expectations.
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Supported portfolio strategy and proposal evaluation, helping determine which titles advanced to production and fit Amazon’s publishing goals.
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Contributed to the successful launch of three titles, managing design reviews across key milestones to maintain quality and schedule adherence.
Creative Director - Amazon Lumberyard
As Creative Director for the Demos and Samples Team on Lumberyard, I defined and executed the creative vision for all major content initiatives aimed at showcasing the capabilities of the Lumberyard game engine. My role combined creative direction, production oversight, and strategic planning, ensuring all deliverables demonstrated both technical innovation and production-quality aesthetics. These projects served dual purposes: marketing showcase content for GDC and public-facing campaigns, and practical learning resources for developers adopting the engine.
I worked closely with engineering and product teams to align content priorities with roadmap objectives, secured leadership approval for high-impact initiatives, and led cross-functional teams through concept, previsualization, production, and final delivery. This work included high-profile demo experiences, onboarding content, and promotional videos that positioned Lumberyard competitively in the engine space.
Key Achievements
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Pitched and secured leadership approval to establish the Creative Content team for Lumberyard, building a 7-person group to deliver developer education and showcase content.
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Identified and pitched key initiatives to leadership, securing funding for multiple high-impact creative projects.
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Directed development of the ‘Getting Started Game,’ a complete, playable experience designed to accelerate onboarding for new engine users.
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Authored the Lumberyard Getting Started Guide, providing structured tutorials for essential engine workflows and systems.
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Wrote scripts and provided narrative, creative, and visual direction for all major content initiatives.
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Oversaw creative direction for four promotional videos (Bistro, Lost, Arcadia, Dream Big), showcased at GDC 2017 & 2018 to highlight Lumberyard’s technical and creative capabilities.
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Represented Lumberyard on the GDC show floor (2017 & 2018), engaging with developers and demonstrating engine capabilities to drive awareness and adoption.
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Managed relationships with third-party outsourcing partners, ensuring creative consistency and quality across all assets.
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Partnered with Executive Producer, Producer, and Art Director to manage production scheduling and risk mitigation for all creative content projects, ensuring deadlines and quality standards were met.
February 2014 - May 2015
Apollo Group
August 2013 - February 2014
Director of UX and Design Incubation
As Director of UX and Design Incubation within Apollo Group’s New Initiatives division, I focused on defining the user experience strategy for Balloon, an innovative career education and training platform. My role combined creative direction, UX leadership, and product incubation, ensuring the platform provided an intuitive, engaging experience for users exploring new career paths.
In addition to leading the design vision for Balloon, I partnered with cross-functional teams to prototype and validate new approaches to digital learning. This included conceptualizing user flows, improving accessibility, and introducing interactive elements to support career advancement and skills development.
Key Achievements
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Collaborated on UX strategy and interface improvements for Balloon.com, aimed at simplifying navigation and user flow.
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Developed initial wireframes and design concepts to support career education and training objectives.
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Contributed to early incubation discussions on innovative approaches to digital learning and skills development.
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Partnered with engineering, content, and marketing teams to ensure consistent branding, functionality, and messaging across the platform.
Microsoft Game Studios
Senior Game Designer
During my time at Microsoft, I served as a Game Designer across multiple internal teams and publishing initiatives, contributing to the development and launch of innovative projects for Xbox 360 and Kinect. My work spanned early-stage incubation, internal game development, and publishing support for third-party studios, always with a focus on delivering engaging and accessible player experiences.
I began on an unannounced incubation and prototyping team, exploring new interaction models that evolved into Project Natal (later Kinect), helping shape motion-based gaming experiences for a broad audience. From there, I moved into roles within Good Science, Xbox’s internal studio, where I contributed to gameplay design for first-party Kinect titles. Later, I supported Kinect Fun Labs and Xbox Fitness, collaborating with internal and external teams to deliver compelling interactive experiences for health and entertainment.
Key Contributions
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Designed and prototyped gameplay systems for an unannounced incubation team and Project Natal, including early motion-based experiences such as Paint Party, which informed the foundation for Kinect interaction design.
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Contributed to the design of Kinect Adventures and Kinect Star Wars, with a primary focus on the Pod Racing experience, ensuring accessibility and player engagement in motion-based gameplay.
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Worked with internal teams and external partners on Kinect Fun Labs, leading design reviews and feature iterations for multiple experimental titles.
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Supported the Xbox Fitness initiative, integrating interactive design elements that combined gaming with health-focused goals.
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Partnered with publishing teams to provide design oversight and feedback on third-party Kinect projects, maintaining creative and quality standards.
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
Rugrats Scavenger Hunt - N64
Magic the Gathering - PS1
Crusader No Remorse - PS1, Sega Saturn
Crusader No Regret - PS1, Sega Saturn
Lead Game Designer
My career in game development truly began at Amaze Entertainment, where I learned the fundamentals of building great games from the ground up. I joined as an Environment Artist, advanced to Art Lead, and eventually transitioned into game design leadership, a role I helped define for the company. At the time, Amaze did not have dedicated game designers, and I successfully advocated for the importance of the role, becoming the first game designer in the studio’s history and helping establish design as a core discipline.
As Lead Designer, I drove the design direction for several major licensed IP titles, including the first three Harry Potter PC games and Lemony Snicket. My responsibilities included team leadership, design strategy, and production collaboration. I managed designers, level designers, and environment artists, providing mentorship and career development while ensuring design and visual quality met publisher expectations. I partnered closely with production to maintain milestone delivery and worked with licensors to preserve brand authenticity while elevating gameplay to create fun, memorable experiences for players.
Key Contributions
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Spearheaded the introduction of game design roles at Amaze, transitioning from Art Lead to the studio’s first game designer and later scaling a design team, including level designers.
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Directed design strategy and gameplay systems for multiple licensed IP titles, balancing brand fidelity with engaging player experiences.
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Managed multidisciplinary teams, guiding designers, level designers, and environment artists through all phases of development.
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Defined production pipelines and quality standards for design and art deliverables, ensuring milestone commitments were met.
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Collaborated with external licensors to maintain creative integrity while optimizing for gameplay innovation and player engagement.