SOFTWARE CREDITS
SUMMARY 1991- Current
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TOWERBORNE
(coming soon)
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Principle Design
Director (MS) | Combat Director, Animation Choreography (working on Team
with Stoic Studios)
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Killer Instinct 10th
Anniversary Update (XBOX ONE, Win10, Steam-
coming fall 2023)
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Product Champion/Head of
Killer Instinct
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Tell Me Why? (XBOX ONE, Win10, Steam)
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Expert 3C’S Advisor
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Killer Instinct Season 3 (XBOX ONE, Win10,
Steam)
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Design Director, Animation Choreography
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Killer Instinct Season 2 (XBOX ONE)
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Design Director, Animation Choreography
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Ryse: Son of Rome (XBOX ONE)
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Lead Combat Designer, Assistant Motion Capture Director,
Animation/Choreography Advisor
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Killer Instinct Season 1(XBOX ONE)
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Expert Consultant, Combat Design Support,
Animation/Choreography Advisor
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Darksiders 2 (Xbox 360, PS3, PC)
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Principle Game Designer (Samael Boss)
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Titan (now Overwatch (PC, in production)
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Senior Designer Level II, Combat Designer, Animation/Choreography
Advisor
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Diablo III (PC,
Consoles)
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Additional Design, Combat & Animation Advisor
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Star Wars: The Old
Republic MMO (PC)
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Principle Combat Designer, Animation/Choreography Advisor
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Shred Nebula (Xbox 360 Arcade)
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Game Director, Animation
Choreography
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The Da Vinci Code
(Xbox, PS2, PC)
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Character Gameplay
Scripting
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Marc Ecko’s Getting
Up (Xbox, PS2, PC)
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Contract Combat
Designer, Animation/Choreography Advisor
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StarCraft Ghost
(Unreleased)
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Contract Game
Designer, 3C’s, Animation/Choreography
Advisor
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World of WarCraft (PC)
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Contract Game
Designer, 3C’s Advisor
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Criminal (Xbox, PS2 -Unreleased)
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Project Director,
Lead Combat Designer, Animation Choreography
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Indiana Jones (Xbox,
PS2)
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Additional Design,
Gameplay Scripting
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Buffy the Vampire
Slayer (Xbox)
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Co-Team Leader, Lead
Combat/Character Gameplay Designer, Motion Capture Director, Animation
Choreography
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Savage Quest
(Coin-Op)
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Director of
Development, Producer
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Skins Game (Coin-Op)
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Green Light Pitch and
Concept Design
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Tenth Degree
(Coin-Op, unreleased)
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Game Director, Lead
Combat Designer, Animation Choreography
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WeaponLord (SNES and Genesis)
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Producer, Lead
Gameplay/Combat Designer, Animation Choreography
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Pac-Man 2: T.N.A. (SNES, Genesis)
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Product Manager
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Super Street Fighter
II (Coin-Op)
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Support Designer,
Character Designer (Dee-Jay)
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Street Fighter II
Hyper Fighting (Coin-Op)
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Co- Lead Designer,
Master Game Balancer, Project Manager
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Street Fighter II
Champion Edition (Coin-Op)
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Design Apprentice,
Game Balance Advisor, Project Manager
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Dungeons and Dragons
(Coin-Op)
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Design Apprentice,
Product Manager, License Manager
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Dark Stalkers
(Coin-Op)
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Design Consultant
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Alien vs. Predator
(Coin-Op)
|
Design Apprentice,
Product Manager, License Manager
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The Punisher
(Coin-Op)
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Design Apprentice,
Product Manager, License Manager
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Cadillac’s and
Dinosaurs (Coin-Op)
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Design Apprentice,
Product Manager, License Manager
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Slam Masters
(Coin-Op)
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Design Apprentice,
Product Manager, Game Balance Advisor
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Captain Commando
(Coin-Op)
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Product Manager
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3 Wonders (Coin-op)
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Product Manager
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PUBLICATIONS
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Game Pro’s Street
Fighter II Hyper Fighting Strategy Guide (Lead Author and Expert
Consultant)
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Game Pro’s Street
Fighter II Strategy Guide (Expert Consultant)
|
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SUMMARY OF
QUALIFICATIONS
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·
Game Director specializing in creating
world-class character gameplay, combat design and animation.
·
32 years of game development experience spanning Arcade, PC
and Console platforms.
·
Extensive character gameplay design, hands on implementation
and creative leadership experience for cross-discipline collaboration and
coordination of all aspects of character gameplay and encounter production.
·
Comprehensive fighting and combat gameplay experience
covering planning, systems, engine and tools, creative direction, animation
direction, motion capture direction, implementation and final tuning.
·
Expertise in the design and implementation of character
gameplay animation state managers, layered/blending animation behaviors and
player control timing required to get AAA “look and feel”.
·
Well versed in full range of game design challenges from
high level direction and theory to the hands on execution of core game
systems for player control, AI, weapons, level spawning, master balance
etc.
·
Unrivaled passion and experience in solving gameplay design
vs. animation timing/look challenges, creatively and technically directing
both sides to achieve great looking and feeling in-game results.
·
Experienced in the use of latency hiding techniques in the
design of class abilities and supporting systems for online play, including
multiple genres (Fighting, Action-RPG, MMO, FPS)
of PvP and PvE games.
·
Strong documentation and communication skills covering
design documents, visualization of game mechanics, best practices/training
materials, pitch treatments and presentation, public speaking, etc.
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TECHNICAL SKILLS
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Software:
MS Office, Photoshop, Project Management Tools, MS Viso.
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Programming/Scripting:
C++, Proprietary scripting text and visual based languages.
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Level Editors:
Proprietary Editors similar to Unreal Ed.
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Engines and Tools:
Extensive knowledge and use of 20+ proprietary engines and tools and UE5
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Pipelines:
Character
animation (hand, mo-cap, procedural, physics), control/input, collision
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(character, world, projectile), level creation, level event gameplay,
master game
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balance/difficulty tuning.
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Other:
Wwyse, Morpheme, 3D Modeling Software, Audacity.
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Adaptability: Rapid mastery of new tools, pipelines and
working with engine capabilities.
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PROFESSIONAL
EXPERIENCE
1990- Present
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Sega Of America, Capcom USA, Namco Hometek, Interplay Productions, Dead-On Design, Atari
Games, Interactive Light, Collective Studios, CrunchTime
Games, Bioware Austin, Blizzard Entertainment,
Vigil Games, Microsoft | Xbox Studios
Full Bio Available on request.
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