My Games

Console

Crags

1997, PC (cancelled) I joined Media Station to design and lead the development team for a strategy game concept from the company owner. The original idea was a real-time strategy game, but I felt that adding simulation elements would elevate the player’s experience, adding an emotional connection to your dwarven

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Game Portfolio

Deal or No Deal

2012, iOS Translating Deal or No Deal to iOS was a fairly straight-forward process, since it existed in other versions (such as PC). The translation to free-to-play, however, was new territory. We worked both before and after launch to discover ways to increase retention and fun–to encourage additional sessions–by creating

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Console

Shadows

1995, PC (cancelled) Shadows was an adventure/puzzle game, along the lines of Myst. I created a demo in Macromedia Director and Strata 3D (teaching myself 3D art creation in the process), which lead to a publishing deal with Microprose. I started a company, hired a team, and we were in

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Console

Free Realms

2009, PC and PS3 I joined Free Realms as it rebooted from a port of an existing console game to free-to-play on PC, to a full-fledged, original IP free-to-play MMORPG for kids. It was a complex design task not just because of the scope of an MMORPG and the size

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Game Portfolio

1 vs. 100

2012, iOS Creating 1 vs 100 for iOS shared most of the concerns of Deal or No Deal, below. In addition, it is a more complex game with much more on the screen. UI/UX at the smallest iPhone resolution required a great deal of iteration. Key design challenges: UI/UX for

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Console

Fear & Respect

2006, Xbox and PS2, cancelled Fear & Respect was a third-person narrative shooter set in the streets of South Central Los Angeles. I worked directly with John Singleton on the story and script, and occasionally with Snoop Dogg on approvals. The central innovation was the Fear & Respect system: players

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Every Game is The Product of Shared Passion And a Great team.