I’ve been working in videogames, first as a hobbyist modder and most recently at now at Ascendant Studios, since 2004. While I am currently a producer, I also have professional experience in Quality Assurance and Concept Art. Below are some of my projects.
I was the assistant producer in charge of the the animation team on an unreleased title. My responsibilities included creating schedules and tracking deliverables, prioritizing tasks and bugs to unblock other departments and hit milestones, communicating information within the team and between departments, identifying, reporting, and mitigating risks in animation and the project at large. I consider it the job of a producer to do everything they can to empower their team. As such, I also helped out with anything else I could, including processing motioncapture data, porting animations, and creating databases of available animations.
I also worked extensively with outsourcing companies for both traditional animation and motion capture cleanup. A lot of the technology on this title was new to Telltale and being developed specifically for this game, so I got to do a lot of planning and scheduling for delivering these features. I also utilized my QA experience to push for early testing to save time and improve quality later on.
Walking Dead: The Final Season – Episode 1
Although I did not get to finish out this project, I set up test plans, trackers, and daily schedules for the team on our way to Alpha and Beta. During this time I also researched and set up new metrics and Hansoft schedule tracking for the department.
Minecraft: Storymode Season 2 – Localization Patch
As a senior QA tester, I directed a team of five outsource testers in shipping a patch and localization update for Minecraft: Storymode Season 2.
Batman: The Enemy Within – Episodes 4, 5
As senior tester, I lead the team by creating test plans, communicating with developers to identify parts of the game ready for test, and generally championed the overall quality of the title. In addition to the internal team, I oversaw a team of 4-6 external testers.
I also sent out daily reports of statistics and priority issues to the team and company, organized and ran playtests, and then collated and reported the results back to the development team..
Batman: The Enemy Within – Episodes 1-3
At the start of my time at Telltale, I was responsible for daily testing in engine and on platform throughout the development cycle of Batman: The Enemy Within, using both structured test plans and a more freeform approach. I also communicated with the development team to call out subjective quality issues alongside quantitative bugs.
The Storyteller: Skyrim
I wrote the entirety of this machinima series based on direction from the channel owner, from initial idea generation and season plotting, to researching and writing individual episodes, to providing directions for the artist, to adjusting the direction and style of the series to respond to fan feedback on individual episodes. Episodes have between 568,000 and 270,000 views, and the channel has over a million subscribers.
Elder Scrolls Lore: Season 2
I came in midway through the season to help with research and editing of the content for this series. Individual episodes have between 400,000 and 600,000 views.
Gameloft New Orleans
DisneyPixar Cars: Fast as Lighting
As Junior Concept Artist, I created a variety of art for isometric buildings, props, and interactables, based on the Cars universe. Adherence to the series style was a major design consideration.
I focused on creating new isometric buildings and props for various holiday events, considering what was most popular with the users and how to keep things within the Ice-Age IP.
In addition to regular concept art work, I worked closely with design to pitch and prototype new games for the studio. This included doing visual research and proposing art direction, creating pitch decks, and making game-ready assets. I also contributed to the design and testing on these projects.
I was the sole artist on a training game for Gamestop associates, designed and coded by Adam Scott. I created all 2D art assets, including character sprites, backgrounds, and menu art.
Tamriel Rebuilt: Morrowind (for Elder Scrolls IIII: Morrowind)
During my years with Tamriel Rebuilt, I contributed to nearly every area of the project, including level design for interior and exterior environments, modeling and texturing, design, and QA work. Later, I held the position of Head of Reviewers (overseeing the quality of content and managing a team of testers) and Administrator (guiding the project in general and managing the whole team).
TR’s latest release has over 89,300 downloads across all outlets — and that’s not counting downloads for previous versions of the mod. With 2,668 endorsements, Tamriel Rebuilt is the top rated land mod on Morrowind Nexus.
Tamriel Rebuilt was named Best RPG Mod by GameFlood in 2007, and the #4 Best Single-Player Mod by PC Gamer UK in 2009. It is also part of Planet Elder Scroll’s Hall of Fame.
Tamriel Rebuilt: Stirk (for Elder Scrolls IV: Oblivion)
Stirk is a small, idyllic isle located west of Cyrodiil, and includes roughly the amount of content of an Oblivion or Skyrim DLC. My contribution to the mod was the decoration of the sea floor, the creation of the castle interior, and extensive testing on the island and its quest line. I also handled all the post-release promotion and support, as well as collecting and fixing bugs reported by players.
You can download Stirk’s final release here. This latest version has over 40,000 downloads and 979 endorsements.
Tamriel Rebuilt: Hammerfell (for Elder Scrolls IV: Oblivion)
The Hammerfell team was the most ambitious of all my projects, aiming to create a whole new province with completely custom assets. In addition to being the leader of the project (which included managing team members, making final design decisions, and keeping everything on track), I contributed design work, interior and exterior world building, models and textures, concept art, NPC creation, pathgriding, and testing.
Hammerfell’s first release, The Eastern Grasslands, currently has over 24,000 downloads and 559 endorsements.
Sheogorad: The Forsaken Isles (for Elder Scrolls IV: Oblivion)
I contributed interior world building to this mod recreating the Sheogorad region from TESIII, balancing the way that the locations looked and felt in the earlier game with the visuals and time jump in TESIV.
Sheogorad can be downloaded at Oblivion Nexus. It presently has over 2,500 downloads and 162 endorsements.
In addition to the large projects below, I contributed to many smaller ones, most often with the creation of models/textures or with writing, concept art, or general project direction.