Resume


 
SR. LAYOUT/LEVEL DESIGNER
Sony Computer Entertainment / Sucker Punch Prod. [2012 – 2026]

_Ghost of Yotei [PS5] 
  • Developed all Legends Incursion and Survival layouts
  • Prototyped Raid missions with design and built platform puzzle section 
  • Worked with artists in continuing assets fit within established metrics
  • Trained new hires in tools and metrics 
 
_Ghost of Tsushima [PS4/PS5] 
  • Road Block and War Camp challenge space layout
  • Helped design and solidify metrics for structures used throughout the game
  • Worked with designers to lay out gold path mission spaces
  • Supported Legends mode, specifically Chapter 2 of the Raid 
 
_inFAMOUS FIRST LIGHT [PS4]
Combat Arena layout, technical design work

 _inFAMOUS SECOND SON [PS4]
Map layout design, technical design work

SR. ENVIRONMENT ARTIST
Sony Computer Entertainment / Zipper Interactive [2004 – 2012]
Map layout designer, environment modeling and texturing/casting
Maya, Photoshop, 3D Studio Max, Zbrush

_UNIT 13 [PS Vita]
Complete map layout design
Modeled / textured full levels under strict memory, sight-line and path guidelines

_SOCOM 4 [PS3]
Redesigned, modeled / textured classic SOCOM maps for DLC
Modeled props and destructible assets using HAVOK physics system

_MAG [PS3]
Modeled / textured architecture, props, and interactive game-play assets
Helped develop look and feel of faction themes

_SOCOM: FIRE TEAM BRAVO 2 [PSP]
Modeled / textured all weapons and gear

_
SOCOM: COMBINED ASSAULT [PS2]
Designed, modeled / textured full levels and prop assets
Modeled / textured all weapons and gear

_SOCOM: FIRE TEAM BRAVO [PSP]
Modeled / textured all weapons and gear


_SOCOM 3: US NAVY SEALS [PS2]
Modeled / textured all weapons and gear
Modeled / textured props


EDUCATION
DigiPen Institute of Technology [2000-2003]
AA in 3D Animation