MOre Games
This section covers additional single-entry AAA console titles developed over the course of my career spanning from 2002 through 2020.
Across these titles, I held senior creative, design, and production-adjacent roles, including game writing, senior game design, senior level design, content design, production support, and IP consulting.
This work reflects my direct contribution to gameplay systems, narrative integration, level design, and licensed property adaptation within multidisciplinary development teams.
IMMORTALS OF AVEUM
IMMORTALS OF AVEUM
PC / PlayStation 5 / Xbox Series X|S | Ascendant Studios
Senior Level Designer
Served as Senior Level and Experience Designer on a first-person magic shooter developed in Unreal Engine 4.26
Designed and built single-player and multiplayer gameplay spaces, including combat arenas, traversal paths, and environmental puzzle sequences
Crafted levels using BSP block-outs, custom meshes, and modular tile kits, scripting first-pass combat encounters and interactive elements
Designed the “Library” narrative level, a recursive playspace featuring a central hub, branching exploration paths, and large-scale environmental puzzle mechanics
Created multiplayer arena maps and training spaces across varied environments, including river crossings, fortified ruins, open urban promenades, cistern complexes, and castle structures
Contributed to broader design discussions around player ramping, encounter pacing, level flow, design tools, and best practices across the team
TOMB RAIDER
TOMB RAIDER (2010 REBOOT)
PlayStation 3 / Xbox 360 | Crystal Dynamics
Senior Level Designer
Served as Senior Level Designer on the Hub Team, responsible for designing and evolving shared play-spaces that updated dynamically as the story progressed
Contributed level design to the Waterfall Descent and Scavenger Camp sequences, supporting narrative progression, combat pacing, and traversal
Helped establish level design processes, gameplay standards, conventions, and metrics in collaboration with the broader team
Designed the Waterfall Descent sequence, crafting custom geometry, level flow, traversal challenges, and a large-scale plane-crash action set piece
Built the Scavenger Camp environment as a combat-focused arena, integrating cover systems, environmental puzzles, traversal routes, and spatial flow
THE SOPRANOS: Road To Respect
THE SOPRANOS: ROAD TO RESPECT
PlayStation 2 / Xbox | 7 Studios
Licensed through HBO
Level Designer · Narrative Designer · Contributing Writer · Producer
Served as Level Designer on multiple core environments, including: Satriale’s, the Gym, Night Club, and the Wilderness; scripting gameplay events, enemy encounters, puzzles, and bespoke interactive moments
Collaborated directly with HBO staff writers on narrative development, contributing to story structure, scene writing, voice-over scripts, and character-driven dialogue
Designed and owned side-quest missions and designed the game’s branching conversation dialogue system, including documentation and narrative logic
Started on this team as a Producer and liaison for the Design team, managing design tasking, tracking deliverables, and coordinating daily scrum meetings and creative review sessions
Worked closely with project leads to ensure gameplay balance, narrative cohesion, and entertainment value across levels and systems
Collected team feedback and authored design solutions to improve process, scope, and content quality throughout production
THE PUNISHER
MARVEL’S - THE PUNISHER
PlayStation 2 / Xbox | THQ
Developed by Volition · Licensed through Marvel
Assistant Producer · Content Designer · IP Consultant
Served as Assistant Producer and Content Designer on my first licensed entertainment property, supporting early IP adaptation and interactive translation of The Punisher
Worked closely with Volition Studios’ design team to support gameplay feature development and content implementation
Contributed to the design and development of Slaughter Mode and contextual environmental kill systems
Acted as an IP consultant, helping ensure character tone, violence, and presentation aligned with Marvel’s brand expectations