Professional Work

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As Lead Level Designer at Cloud Imperium Games I am responsible for establishing and implementing the level design processes and principles throughout the company. I am also personally responsible for designing multiple locations game modes and scenarios throughout Star Citizen. Aside from lead duties much of my focus at Cloud Imperium involves hands-on designing blocking and scripting levels for Squadron 42 the upcoming single-player action game set in the universe of Star Citizen.
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At Crytek UK (now Dambusters Studios) I was responsible for level design duties on a number of single-player levels and scenarios for Homefront: The Revolution. This mostly involved blockout setup and scripting. I was also a key designer owner of multiple pre-vis levels and "vertical slice" demos helping to establish the core gameplay and spacial design considerations for the project.
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Levels worked on: Contact | Recovery Relic
Within Crytek I assisted with the team converting the original Crysis game to consoles (Xbox 360/PS3). This involved in some cases redesigning encounters and optimizing and balancing scenarios. Some environmental redesign was necessary to counter new optimization considerations and re-balanced encounters.
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Levels worked on: Pier 17 | Liberty Island | Evac Zone | Chasm
On Crysis 2 I was mostly responsible for designing levels for the multiplayer component of the game. This involved blocking levels out from scratch and seeing them all through development to final release. I also inherited levels that had had some blockout work done to take them through to final development which often required redesigning or rebalancing of certain areas.