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ACE - Inspired to Soar series

This is a five-episode introductory series of flight simulator
missions developed at TEQGames. I was responsible for
designing and testing the missions as well as developing
supporting material.






Edge of the Empire - Assorted Work

Since 2013, I've developed several maps, modules, and
various other tools and resources for those playing the
Edge of the Empire RPG.






ACE - Global Adventures series

This is a six-episode series of flight simulator missions
developed at TEQGames designed as supplements to
a story-based curriculum. I was responsible for
co-designing the missions and then developing them
using the ESP SDK.






Pyroclastic Flow

Pyroclastic Flow is an infinite-runner/procedural
platformer. I designed and developed this as a solo
project as an opportunity to learn more about designing
for low-form-factor platforms. It is designed for mobile
and web portals, and is currently released in Flash. 






ACE - Time Traveler series (prototypical)

This is a planned multi-episode series of flight simulator
missions developed at TEQGames. This series
teaches fundamentals of flight using various
components from the history of man's understanding of
flight. I was responsible for designing missions and
developing aircraft for this series.






ACE - Knights of the Sky series (prototypical)

This is a planned multi-episode series of flight simulator
missions developed at TEQGames. This series
teaches fundamentals of flight using a narrative-driven
period setting in concert with a themed curriculum. I
was responsible for designing missions and developing
aircraft for this series.






AIR - Ambition program

Ambition is an in-residence experience (similar to
Space Camp) in Pensacola, FL. The curriculum is
multi-media, using flight simulator shells, desktop
computers, and touch devices to simulate life aboard
an aircraft carrier. I was responsible for designing
aircraft, interfaces, missions, and documentation along
with managing development and art teams. I was also
responsible for integration and implementation of many
of the technology components.






AWE - Island Escape (prototype)

Island Escape is a procedural distance challenge game
designed to introduce simple forces of flight (lift, drag,
thrust, and weight). It uses heavy customization of the
player's avatar (aircraft) to allow players to experiment
with different variables in flight physics. I was
responsible for managing the team that developed this
along with personally developing the game level and the
level and airplane art.






AWE - Fruity Fractions (prototype)

Fruity Fractions is a match-three style game built
around visually conceptualizing the concept of
fractions. It uses the match-three component as a
resource-gathering mechanic for the construction of
pies, which require fractional portions of fruit
ingredients. I was responsible for managing the
development team and design.






AWE - Unnamed Unity flight simulation
prototype


This prototype was designed as a possibility of
delivering flight simulation content over a web portal (as
opposed to a data-heavy dedicated flight simulation
software). I was responsible for managing the
development team and design.​






Beach Troopers mod

This is a mod for the game Star Wars Battlefront II. It
was designed as a showcase for three new game
modes - an AI-based tug-of-war conquest mode, a
structure attack-and-defend mode, and a leveling-based
survival mode. I was sole developer on this and was
responsible for scripting the game modes and creating
the art content.​






ACE - History of Flight series

This is a multi-episode series of flight simulator
missions developed at TEQGames in conjunction with
Full Sail University. This series teaches basic
mathematical and historical concepts within the
context of early-to-mid twentieth century aviation
history. I was responsible for managing development
and art teams, designing missions, and developing
aircraft for this series.






Dark Times mod

This is a mod for the game Star Wars Battlefront II. This
mod serves as a vehicle for several new game modes,
over a dozen new maps, and dozens of new unit classes.
I was responsible for the conception of this mod,
management of level development and testing teams,
level development, art, and scripting.






Rebel Ops mod campaign series

This is a mod for the game Star Wars Battlefront II. It
was designed around the premise of introducing heavily
story- and exploration-based content into a shooter
game. This is a three-map series. I was the sole
developer on this; responsible for level design,
scripting, and art. ​






Conversion Pack mod

This is a mod for the game Star Wars Battlefront II. It
was designed to couple content from Star Wars
Battlefront I with additional community-requested
content into one large content pack. I was brought on
mid-development as project manager in an effort to
course-correct a mod that became too large for
previous developers to manage. It has since become
the most-downloaded mod for Star Wars Battlefront II,
netting over 400,000 downloads.​






Battlefront II individual levels

Since 2006, I've published several stand-alone levels for
the game. In each of these I've acted as sole developer
and designer.