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