Heyo!

  • previous Treyarch Call of Duty game designer

  • numerous years of AAA design experience

  • multiple shipped AAA title credits

  • unique psychology background applied to my designs

I’m a technical game designer currently at Naughty Dog!

Check out some of my work below

Game Design Experience

  • Intergalactic: The Heretic Prophet

    Tech Design at Naughty Dog (2026)

    The newest IP at Naughty Dog is still in creation so I can’t say much yet!

    However, I can share that as a technical designer crafting the vision of this new IP, I’ve…
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    • Learned and regularly use a set of in-house tools and a proprietary scripting language

    • Prototyped and iterated upon gameplay beats, levels and systems I own - adding that special polish to bring them to life!

  • Call of Duty: Black Ops 7

    Game Design at Treyarch (2024 - 2025)

    I focused on creating and maintaining design frameworks to improve workflow and iteration speed for the entire Zombies team! Most details on this work are covered by NDA, but some of the points I am able to share are…

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    • Created design document templates with input from all departments on best information to have and format to use for easy collaboration

    • Both crafted and implemented systemic features for the entire Zombies game-mode such as working with our AI engineers to implement a force-evolution system for our AI types!

  • Call of Duty: Black Ops 6

    Game Design at Treyarch (2022 - 2025)

    I was one of the first 3 zombies designers on the game and developed the game from the first zombie’s map concept to shipping the last season of Black Ops 6 zombie content.

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    • While developing Black Ops 6 zombies, I was the point person for designing narratively significant quests such as the Wonder Weapon Quest in our final season that needed to conclude the stories of two beloved characters.

    • I got to design, prototype and bring to polish a ton of quest designs, gameplay features, and combat encounters to share the srtory with our lore fans!


  • Medusa

    ROLE: Creative Director, Lead Researcher, Producer
    (2020 - 2021)

    Medusa is a 2-dimensional, pixelated, serious role playing game with a top down view, created by a team of 4 in Unity with the purpose of raising awareness and active consideration of rape culture.

  • Alien: The Board Game

    ROLE: Creative Director, Producer, Graphic Designer
    (2021)

    A student-designed and created board game inspired by the first Alien movie built in 6 weeks. The board game allows 2-7 players and can be found as a workshop component on steam, including a link to the custom designed workbook and original artwork.

  • Allegrow

    ROLE: Lead UI/UX Designer and Scripter, Game Designer
    (2019)

    A 3D, first person audio-based game in which the player has to correctly set three mystical stones to the correct audio options to please the magical tree in the center of the Grove. This game was made by a 4-person team in 5 weeks from concept to polish.

  • Holiday Escape (Escape Room)

    ROLE: Graphic Designer, Puzzle Designer, Theming Lead, Sales POC
    (2021)

    Holiday Escape was a week-long escape room installation designed and built within a few weeks through the collaborative effort of 16 students. The project involved the design, implementation, and integration of various codebreaking, strategy, and skill-based puzzles for teams of 5-7 participants. The second stage of the escape room (the train portion) featured a live view out the “windows” of the train using 2 TVs driven by a Unity scene, which became interactive in the final puzzle.