TEAMFIGHT TACTICS

BATTLE FOR THE CONVERGENCE - Draft, deploy, and dominate with a revolving roster of League of Legends champions in a round-based battle for supremacy. Outsmart your opponents and adapt as you go—the strategy is all up to you.

GREENPARK

Welcome to the virtual universe of GreenPark – a mobile proving ground for esports & sports fans. It’s time to suit up, get recruited by your favorite team, and go head-to-head against your rivals. Now you can prove, once and for all, that you’re the Most Valuable Fan. Game on.

STAR WARS: GALAXY OF HEROES

Collect your favorite Star Wars characters, like Luke Skywalker, Han Solo, Darth Vader, and more, from every era – then conquer your opponents in epic, RPG-style combat. Build mighty teams and craft the best strategy to win battles across iconic locations to become the most legendary hologamer in the galaxy!

DRAGONSOUL

I first worked on DragonSoul during its development and launch as a Senior Producer at PerBlue in Madison, Wisconsin. In late 2016 I joined GREE as Senior Creative Designer following their $36 Million acquisition of the game before being promoted to Lead Game Designer for DragonSoul after I successfully redesigned the game's economy off of consistent mathematical modeling (resulting in improved retention and player lifetime values).

Over the course of the game's lifetime I designed 32 playable characters known as Heroes - each generating at least $200,000 in revenue.

Each character had 4-5 unique and complex abilities which they used in the game's fast-paced combat, a wide range of equipment, and dialogue.

TITAN EMPIRES

PerBlue's latest strategy game was already live when I joined the company, so I was fortunate to bring a fresh eye to the product.

While working closely with CEO Justin Beck and the Titan Empires team, I evaluated the game and its direct competition to find opportunities to refine and expand the game. These initiatives resulted in improvements and innovations including: a redesigned Empire Wars feature, improved HUD UX, new UI and user flows for the Titan Tavern, In App Purchases, Featured Deals, Personal Events, and Push Notifications. 

The end result was streamlined and modern strategy game with unique offerings in a crowded space.

POT PROFIT

Pot Profit created a world where players grow a budding marijuana empire by opening new businesses and hiring the best experts in their field: Eccentric marijuana-themed charcters loaded with pop culture references and pun-filled names.

The team at PerBlue is creative and resourceful - always seeking opportunities to branch out. So I was excited when I was asked to make a non-criminal marijuana game using Unity. Beyond that I was given creative control over a unique experimental project for PerBlue. After exploring a variety of game types, an idle game set to a relaxing and mildly psychedelic reggae tune seemed perfect.

BARN VOYAGE

I spent 5 months in Beijing with my Co-Lead, Mitch Zamara and an amazing Chinese team to ship Barn Voyage. A charming, story-driven farming game with an attitude. FunPlus already had incredible success with its Family Farm games, so it was a fun challenge to re-imagine the experience.

Barn Voyage introduced buttery smooth tutorials, quests, and level curves with deep and intuitive crafting loops that gave players freedom to build their farm their way.

After returning to the US, I continued to manage the Beijing team while growing the game and exploring new projects for FunPlus.

STORM8

After graduating from college I was lucky to join Storm8 - a brand new mobile games studio exploring the wild West of gaming.

Over more than 4 years I worked on 28 games - shipping 27. First in the wild 20-hour day startup phase as a graphic designer - creating marketing assets, UI assets, and game content while starting to do game design like quest writing, item design, and more. When our game engine became more complicated, I became a Technical UI Designer. I worked closely with artists and engineers to modify and integrate art assets - making them ready for functionality and designing VFX for two of the games. Finally, I became an Associate Producer - empowering my team members to deliver their best work while managing dozens of game updates.