Jan 2023 – Jun 2026Bungie
Staff Designer
Marathon
- Authored every ambient encounter across three surface zones and one endgame interior, including boss encounters and the multi-stage Lockdown activity.
- Co-designed a zone-level encounter controller with engineering that routed every AI spawn through shared performance limits, content priorities, exclusions, and session-time difficulty rules.
- Defined reusable encounter prefabs and global standards for squad composition, spawning, combat geometry, AI objectives, respawn, withdrawal, and replacement behavior.
- Created a framework that supported faster encounter iteration and balancing, while allowing grouped content to be adjusted or disabled through data rather than a full content patch.
Jan 2022 – Dec 2022Postcard Game Studio
Lead Level Designer
Unannounced Open-World FPS
- Led world, level, activity, and encounter design from early planning through a playable vertical slice.
- Defined scalable patterns for combat spaces, objectives, traversal challenges, routing, sightlines, encounter composition, and activity density.
- Established practical implementation and playtest workflows for a small team working through rapid iteration.
Dec 2018 – Jan 2022Luminous Productions / Square Enix Group
Level Designer / Planner
Forspoken
- Designed large open-world areas around traversal flow, combat readability, exploration rhythm, and reward paths.
- Created modular challenge spaces, encounters, and world activities from blockout through playable implementation.
- Worked in a Japanese development environment with art, engineering, combat, and production teams to integrate gameplay needs into world layouts.
Aug 2014 – Oct 2018Bungie
Senior World / Activities Designer
Destiny / Destiny 2
- Took the Blind Well public activity from initial design through ship: activity logic, encounter pacing, difficulty tiers, rotating bosses, bonus objectives, UI and spectacle triggers, tuning, and bug fixing.
- Originated the Ascendant Challenge format, calendar structure, and lightweight production approach, then led three designers through concept approval, reviews, playtests, and implementation.
- Refined Dreaming City spaces for combat and authored ambient encounters, rare targets, quests, secrets, and three-week calendar variants across the destination.
- Collaborated with engineering on a loading solution that kept inactive combatant resources out of memory in shared spaces.
- Contributed destination and activity design to the Dreadnaught, Plaguelands, Io, and Nessus across multiple releases.
Earlier experience343 Industries / Microsoft Studios
Mission Designer
Halo 4 / Halo 5 pre-production
- Designed and implemented Halo 4 campaign geometry, combat spaces, AI encounters, encounter pacing, and scripted gameplay beats, including content in the mission Infinity.
- Contributed to early Halo 5 campaign planning and encounter prototyping.