The games I have worked on · 10 projects
About me
My two strongest areas are UI and systems, followed by tooling. I love gameplay and I'm still sharpening it, especially game feel. I also do AI and multiplayer when a project needs them. I worked on FIFA and Madden at EA Sports, with hundreds of people across countries, performance quotas and launch dates that never move. Today I work in small teams, where you do a bit of everything and what gets planned over two months there gets solved in three days here. I enjoy both environments.
I don't wait to be asked. At Blue Gravity, when I saw that Loot Portals would depend on balancing a huge number of values that scale with level, I built on my own a web app holding a database of over 100 items, 5 bosses and 14 boss abilities, along with a system of scaling formulas. It wasn't planned and it ended up being a key tool for the game and for the designers. I also give design feedback. On an unannounced game I helped make combat stop feeling clunky, with cancelable abilities, more player control and better animation timing.
Outside of work I solo-developed Troskias Island, a racing game, to learn what my day to day doesn't teach me, which is UI design, game design and 3D modeling. With its successor, Midnight Island, I put together a team of 4 and learned what it takes to organize people, although the project never got finished. I'm looking for gameplay, UI or technical development roles, at studios of any size, remote or on site.