
To use space to create industry-altering experiences while exploring and experimenting with games as the greatest storytelling medium.
Project Highlights:

Stealthy Cityscapes on ‘Unnamed’ 2022
As Level Design lead, I established metrics and defined the direction for open and free levels built to support four players while maintaining focus and telling a story. Unreal 4.

System Shock 3 2019
As a Senior Level Designer I conceived of our first level intended for production from narrative writeups and flowcharts to building from a defined kit. Unity.

Underworld: Ascendant 2018
As Level Design Lead I designed, built, set dressed and lit eight levels of a new Stygian Abyss with the help of a small team. Unity.

Albino Lullaby 2015
The first game from my studio, ApeLaw. Albino lullaby explored psychedelic horror storytelling that didn’t rely on jump-scares, gore, or cutscenes. Unreal 4.

Chivalry: Medieval Warfare 2012
With the help of a team of junior designers, I planned, built, set dressed, scripted and lit each of the shipping levels. The levels unfold in back and forth battles, driven by scripted events that change gameplay and tell a story of an unfolding civil war. UDK.