Call of Duty: World at War

Duration:
Feb 2008 - Currently
Role: Level Designer
Details: Call of Duty®: World at War completely changes the rules of engagement by redefining WWII gaming and thrusting players into the final tension-filled, unforgiving battles against a new ferocious enemy in the most dangerous and suspenseful action ever seen in WWII.

Makin or Asylum

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Richard Garriot's Tabula Rasa

Duration:
March 2007 - Feb 2008
Role: World Designer
Details: Richard Garriott’s Tabula Rasa (RGTR) is a massively multiplayer online role-playing game that takes you, the player, into lush forest planets, volcanic moons, and exotic alien civilizations. Face off against powerful alien soldiers, armored mechanoids, and vicious creatures! Use a wide range of weapons and unique alien powers to help the Allied Free Sentients (AFS) in their desperate fight against extinction. Tabula Rasa combines a vast, persistent game world and ongoing storyline with fast-paced action, resulting in a striking new approach to the design of multiplayer online games.

Toybox Heroes - Half-Life 2 Modification

This game was a winner at the Austin '08 IGF Showcase. Click here

Project: Team Assignment
Software:
Hammer
Duration:
6 months
Team: 15 ( 3 artists , 7 level designers, 5 programmers )
Role: Level designer
Details: Toybox Heroes is a fighting game created in the Half-Life 2 engine. Created in the vein of games such as Super Smash Bros. and Power Stone, this game finds actions figures battling in real world environments. On this project I worked with another designer on the Sandbox level. I was mainly in charge of the visual aesthetics and some scripting while the other designer focused on scripting the level. I was also responsible for all the lighting in all of the levels as well as setting up some of the technical means of getting the levels to look better. I also helped bring the shader together which was used on all the plastic materials in the mod.

Element - Unreal 2004 Modifcation

Project: Team Assignment
Software:
Unreal Editor 2.5x, 3dmax, and Photoshop
Duration:
2.5 months
Team: 11 ( 3 artists , 5 level designers, 4 programmers )
Role: Lead Level designer
Details: As the Lead Level Designer of this project , it was my responsibility to insure that all the levels of the mod were maintaining the proper gameplay. I also had to manage the level designers to ensure the scope of their levels and ideas were workable within the given time frame of two months. I contributed to the R&D process for specific events within some of the levels, focusing on areas which had heavy use of movers over a network connection, finding the best way possible to maintain framerate and still have successful gameplay. I also created a large array of world textures which consisted of different woods, stones, and organics which were used in all the levels . Above are shots of the environment textures that I created as well as the levels that I worked closely with the other level designers.
Download the trailer:

WMV Format MOV Format

 

Tugger: The 4x4 Jeep that Wanted to Fly

Project: CG Animated Film
Role: Environmental Artist / Scene design / IT
Duration: 13 months
Software:
Maya and Photoshop
Company:
Genesis Orlando
Details : My first job in the creative industry was as an Environmental Artist on the Tugger project and it was quite an experience for me. I learned very quickly the importance of collaboration, time management, and meeting deadlines for deliverables. It was both exciting and daunting to be given creative freedom with every environment I worked on to populate it according to my vision of the scene. It didn't take long for me to understand that putting in the time, and having both patience and passion are critical for success in a production environment.


Download the visual trailer:
Tugger WMV Tugger.MOV