
Intrepid Studios, Inc
Principal Game Design | Apr 2024 – Feb 2026
Ashes of Creation | AAA MMORPG | A2 Release Team
- Joined the Alpha 2 Release Team on a $140M+ AAA MMORPG, contributing design direction across systems, content, and tools at studio scale
- Architected the design for the World State Manager, a real-time systemic layer greenlit by the director group as a foundational live-service system
- Authored the design for the Content Visualization Tool and unified the studio’s content tools into a single modular Unreal Engine 5 toolchain in partnership with tools engineering
- Mentored designers and partnered across engineering, narrative, and content teams to set quality bars and align execution

Cryptic Studios
Senior Game Design (Lead Narrative Design) | Sep 2018 – Apr 2024
Neverwinter | MMORPG
- Served as sole creative authority on narrative output for Neverwinter, a live-service MMO built on the $1B+ Dungeons & Dragons franchise, partnering with Wizards of the Coast across several major live updates
- Owned the Battle Pass system and Heroic Encounter framework, studio-wide systems adopted across the live game
- Authored GDDs and narrative frameworks that a content team of ten used to build quest, encounter, and environmental content across every live release
- Mentored designers and authored an in-engine onboarding video curriculum to accelerate new-hire ramp
Level Design | May 2019 – Aug 2019
Magic Legends | AAA ARPG
- Designed and scripted level content for a AAA ARPG built on the Magic: The Gathering IP under Wizards of the Coast partnership, helping a behind-schedule team hit key pre-alpha milestones
- Owned full level design on the Forbidden Vaults, from paper design through encounter placement, AI Director settings, and scripted elements, culminating in a climactic dragon boss reveal
- Configured encounter placement and AI Director difficulty scaling on Geralf’s Charge, and scripted its full gameplay system for a generator-defense mode

Mulley Games
Game Direction | Jul 2018 – Jul 2019
Unannounced Mobile Project | Sports Sim
- Authored complete game direction documentation for an unannounced mobile sports simulation, covering systems, progression, monetization, UX, and technical architecture
- Defined product vision and live-service framework, aligning gameplay loops, economy, and long-term player engagement
- Led independent design direction across all major game pillars and supporting systems

Trion Worlds, Inc.
Senior Design III | May 2016 – Jul 2018
Trove | Voxel Sandbox RPG
- Owned systems design on the Geode expansion, delivering new biomes and progression systems with integrated monetization hooks, and designed the Resistor Workbench crafting system and Rampage world events for Luminopolis
- Architected the evergreen subclassing system, a cross-class progression layer that added replay depth across every class, shipped alongside the Dino Tamer ranged combat class
- Designed multi-phase boss encounters including the Shadow Hydrakken and Darknik Dreadnought Mk II, tuned across three difficulty modes
- Designed the Trove new player experience and partnered with engineering on mission tools enabling dynamic, randomized content, contributing to a 15-20% retention lift across live operations
Senior Game Design III (Lead Design) | Feb 2016 – May 2016
Defiance | Third Person Shooter
- Held sole lead design ownership of all systems, itemization, and live economy on an $80M AAA transmedia title with Syfy/NBCUniversal during a critical studio transition
- Tuned the Cyber Rig Merchants and Chip acquisition systems and cleaned up the supporting in-game stores, lifting ARPPU 10% and lockbox revenue 20%
- Designed the Malicious Daisy Cutter, a Legendary tier guided rocket launcher and the game’s first to fire a swarm of five homing missiles at once, a mechanic inspired by classic mecha anime
Senior Design II | Jun 2010 – Feb 2016
RIFT | AAA MMORPG
- Joined the AAA fantasy MMORPG launch team and stayed on RIFT through five years of live-service operation, shipping multiple updates and products over the life of the game
- Took ownership of the Dimensions housing system end-to-end and drove the crafting economy through the Storm Legion and Nightmare Tide expansions
- Designed the RIFT new player experience from the ground up, and contributed zone events, colossi, and named systemic encounters engaged by 600k players across the live game
- Mentored designers throughout the project and served as a senior voice across content, systems, and live-service direction

Cryptic Studios
Staff Design | Oct 2009 – Jun 2010
Star Trek Online | MMORPG
- Contributed to the Star Trek Online launch team on an MMO built on the Star Trek IP, designing 20+ scripted quest lines and 7 raid experiences spanning ground and space mission content
- Directed the in-engine launch cinematic with original voice performance by the late Leonard Nimoy, leading cinematic production for one of the game’s signature moments
Staff Design | Mar 2008 – Oct 2009
Champions Online | MMORPG
- Contributed to the Champions Online launch team on a superhero MMO, designing mission content, systems, and gameplay features
- Designed and shipped the Nemesis System, a personalized antagonist framework that cast each player as the hero of their own comic-book narrative, alongside the new player experience

Sony Online Entertainment
Game Design II | Oct 2002 – Mar 2008
EverQuest II | AAA MMORPG
- Joined the EverQuest II team and shipped content across five major expansion launches on a flagship entry in the $1B+ EverQuest IP
- Authored Nu’Roga, Deathfist Citadel, and Sebilis, contested mega-dungeons in Kunzar Jungle, key endgame gameplay loop content
- Designed the Assassin Epic weapon questline, a class-defining, narrative-driven progression journey within one of the MMO genre’s most studied questline systems, alongside 40+ additional quests
- Scripted boss encounters in Lua, designing NPC ability sets and AI behavior across multiple expansion cycles

The 3DO Company
Level Design | Oct 2000 – Jan 2002
GoDai: Elemental Force | Action Adventure
Level Design | Mar 1999 – Oct 2000
Army Men: Green Rogue | Shoot ‘Em Up
QA Lead / QA Compatibility Lab | Sep 1998 – Mar 1999
Skills
Design Leadership and Direction
- Creative Vision & Franchise Direction
- Design Strategy & Quality Bars
- Team Leadership & Mentorship
- Cross-Disciplinary Collaboration
- Stakeholder Communication
Gameplay, Systems, and Narrative
- Core Gameplay Loops & Systems
- Progression & Live-Service Systems
- Narrative Structure & Frameworks
- Mission, Encounter, & Pacing
- Narrative & Gameplay Integration
Studio Operations and Process
- Content Pipeline & Tooling
- Workflow & Team Velocity
- Rapid Prototyping & Iteration
- Design Standards & Documentation
- Hiring & Talent Development