LEAD TECHNICAL DESIGNER
Foundry 42 / June 2014 - Present
Initially brought on as a Senior Technical Designer to deal with ship setup in the UK office, the role soon expanded into other areas such as weapon and systems design, implementation and balancing, being responsible for global areas of design across the company. I built the UK Tech Design team up from myself to now leading a team of six tech designers.
SENIOR TECHNICAL DESIGNER
Crytek UK / January 2014 - June 2014
After Crysis 3 had shipped, I moved on to Homefront: The Revolution where I continued prototyping and implementing new weapons for both SP and MP as well as other game design areas. Duties included working with RnD to improve technology pipeline and performance.
Crytek UK / January 2013 - January 2014
Continued level design for Crysis 3, creating the levels Museum (used for all gameplay demos) and Dam, along with guidance on the Skyline level revamp from Crysis 2. Implemented new weaponry, game modes and systems with code team and refactored progression system.
Crytek UK / November 2011 - January 2013
Worked as part of a small team on converting the original Crysis to run on Xbox360 and PS3. Responsible for total AI overhaul and rebalancing for the Assault and Onslaught levels. Once complete started pre-production on Crysis 3 game and level design.
Crytek UK / May 2010 - November 2011
Multiple duties during the development of Crysis 2 Multiplayer. Tasks ranged from level prototyping through to finishing levels, DLC preparation, RSS live patching, Progression system implementation and balancing, weapon balancing and UI design.
CO-LEAD & LEVEL DESIGNER
Ham and Jam / April 2005 - November 2012
A total conversion built on the Source Engine originally between myself and a friend due to the desire to create a WW2 game unlike any other. Responsibilities include team management and PR as well as residing control over the level team and coordination with the team for required content.
Fortress Forever / August 2007 - August 2008
I was originally brought on to the team for this award-winning (PC Gamer US Mod Of The Year 2007) Source engine modification before initial public release, to complete unfinished levels and optimise existing levels. I continued to help out with all aspects of level design for the mod including adding my own level as well as testing and giving feedback on new game play features post release as well as helping with the initial release.
Digital Mill / August 2006 - August 2006
Contracted design work for an episodic videogame “Shootout!” produced for the History Channel. Produced by Digital Mill, who were tasked by Kuma Games, the series producers to create the “Battle of the Bulge” sections of the game. Created to be released alongside a TV show.