My Games

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

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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Facebook

Relic Quest

2013, Facebook iWin has several brands in the Quest franchise, so when we began concept work on a free-to-play social hidden object game, I developed the idea of Relic Quest. The Quest series has an underlying theme of archaeology and adventure, and that theme continued in Relic Quest. We developed

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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

Over the Hedge

2006, PS2, Xbox and Gamecube Over the Hedge was a platformer-brawler developed alongside the 2006 Dreamworks film. There were always two characters on screen–one controlled either by AI or by a co-op player. We designed the cameras and levels so it would play equally well solo or co-op. More important,

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Facebook

James Patterson: Catch a Killer

2011, Facebook Sony Online Entertainment briefly started a social games group to develop games for Facebook. I lead a team that worked with James Patterson on a hidden object game based on the Alex Cross license. I made the intentional choice to create a game for adults (which was age-gated

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