Hero Academy 2
Senior Designer, Bonus XP 2018
This was a collectible card game that combined the strategy of deck building with the tactics of a turn-based tactical board game.
I worked on several campaign missions for the single-player campaign, including the FTUE (First time user experience) and other tutorial elements. I also helped with system design and balance, creating and implementing several cards and characters for the game.
Hooky Crook
Senior Designer, Bonus XP 2018
This was a casual action/puzzle game. I came up with the original concept for this game and worked with a programmer on the initial prototype. I also worked in the Unity Engine to develop many of the levels for this game.
The Incorruptibles

Senior Designer, Bonus XP 2015
This was a free-to-play RTS (real-time strategy) game. In this project I had the opportunity to work with veterans of the RTS world who had worked on the original Age of Empires series of games to help create a rich and action-packed RTS experience that could be played on a mobile device.
I helped design the interface and controls systems to manage many common RTS activities, such as resource collection, unit grouping and management, and building construction, research and production. I also helped write the story and created many of the missions for the game’s campaign. This was a live-service game and I also helped create new content and features to maintain a regular update cycle after launch.
Cavemania

Senior Designer, Bonus XP 2013
Cavemania was a match-3 mobile game with and added twist of resource collection, and building and unit placement. This was a live-service game and I helped create new puzzles layouts, stories and features to keep the game’s regular updates unique and exciting.
Castleville

Designer, Zynga 2011
This was a fantasy builder game for the Facebook platform. As a designer, I helped work on the original story, characters and features for the game’s launch. I worked on the FTUE (first time user experience) that introduced players to the game world and mechanics.
As a live-service game, I worked with a team of programmers and product managers and producers to create new features and content on a regular release schedule. I also helped train new designers in the use of content development tools and production processes.