Warcraft Rumble
Familiar WoW characters come to life when you place their Minis onto the field!
Players strategically build teams of their favorite characters and heroes, layering abilities and talents.
The War Chest grants guildmates unique rewards for working together each season!
Witch Doctor advances on Cenarius and an enemy Chimaera with his signature beam ability!
The Bandits are a low-cost, stealthy Mini for players who prefer subversive builds.
Rumble features a wealth of rewards, unlockables, and daily incentives for players.
With Mograine defeated, a large push heads for Inquisitor Whitemane next!
The robust events system allows us to deliver relevant and challenging content to players regularly!
Players are given agency over which items, rewards, and strategies they want to invest in.
Which Mini should I focus on leveling up next? A tough choice...
The game's "Joyful Chaos" on full display!
The "G.R.I.D.", where players can check back frequently for new Minis, Talents, and more to unlock!
Contributions
- Game Direction
- Design Mentorship
- KPI Improvement
- Systems and Features
- Content and Live Ops
As the Lead Game Designer on Blizzard's Warcraft Rumble, I work with a passionate and talented team bringing World of Warcraft to life in a brand new way! I guide the game's overall design direction and development. I design and build new characters, talents, missions, live events, tuning changes, systems, and features for the game.
Rogue Games, Inc
"Hexaflip" by David Marquadt - Apple Arcade
"Stretchy Legs" by Gunstone Studios - Android and iOS
"Knockdown Heroes" by Craneball Studios - Android and iOS
"Super Impossible Road" by Wonderful Lasers - Apple Arcade
"Kitty Cocktails" by Juicy Pixels - Android and iOS
"Fire Panda" by Gunstone Studios - Android and iOS
"Wild Life" by Mighty Kingdom - Android and iOS
"Shell Shocked" by Dabadu Games - Android and iOS
Contributions
- Design Standards
- Creative Process
- KPI Improvement
- Game Feedback
At Rogue, I helped build a publishing startup from the early stages. I worked to establish the company's design standards and best practices for our developers, and refined our internal creative pipeline. I collaborated directly with our developer partners to improve designs and grow KPIs on 50+ games.
Racing Rivals
Promotional shot for Racing Rivals 7.0, the largest update the game had ever seen!
Main view of Tuner Challenge, a ranked PvP mode designed to grow new players into elder players.
I really enjoyed adding lots of customization accessories, like these fun paints!
The coin flip was added to clarify the betting process for players.
The entire betting flow was simplified and improved with a progressive turn system.
One of the many leaderboards in World Tour, a team-based PvP feature adored by competitive players.
A screenshot from a player's garage, showing off a car they've tuned and customized.
Contributions
- Feature + Systems Design
- Improving User Metrics
- UX Improvements
- Content Design/Scripting
Racing Rivals was acquired by Carbonated in 2017. Tasked with improving the overall success of the game, I designed systems, features, and UX improvements to boost user metrics. During this massive year-long overhaul, I also built weekly content releases and resolved bugs for our enthusiastic players.
PuzzleScapes
An introduction to more challenging puzzles in the "Mayan Treasure" pack.
There were many opportunities to explore UX solutions that expanded on the theme!
One of our jigsaw puzzles in action!
Each series of levels was a chance to tell a new story!
A trickier, more layered puzzle for the final level of "Mayan Treasure".
The first interactive scene of "Hellstrom Manor" clues the player in to a suspenseful plot.
The "Ancient Rome" puzzles dive into some scandalous bits of Rome's history!
The interactive sequence UI, which allows players to track their progress.
Contributions
- Game Concept
- Level Design/Scripting
- Economy/Tuning
- UI Design
PuzzleScapes is a combination jigsaw puzzle and point-and-click adventure! I served many roles on this small team - concepting, content design, scripting levels, UX design, and tuning the progression of the game. I had tons of fun designing and building interactive scenes to share fun narratives with our players!
Dragon Treasure Tales
The "lair view" helps players track their progress and motivates them to grow their collections.
Completing each item set reveals a story about the long-lost owner of the items.
Some of the many items players could uncover!
Contributions
- General Concept
- UI Design
- Art Direction
- Writing
I led a small team to success with this novel game concept in the early days of iMessage games! By interacting with the built-in messaging overlays, players collected various loot items to display in their Dragon's Hoard. Our allotted scope changed frequently, which encouraged us to prototype and adjust rapidly!
Egg!
The sequel vastly improved the overall UX.
We expanded the library of egg types, creatures, and items.
Players loved the item card system, designed to organize and improve their gameplay experience.
Not the first time this has happened...
The quest system improved day-seven retention by 10%!
We had a good laugh designing the Trash Egg creatures and writing their descriptions.
The creature information display, helping players old and new better understand the functionality.
A lot of groan-worthy puns...
The game's item tables and overall economy systems were very finely tuned!
Contributions
- Content Design
- Quest System
- Item Info UI
- UX Improvements
'Egg!' was a fabulous experience expanding upon an already successful IP, adding a live ops cadence and entirely new gameplay systems. I planned out systems, features, content, and wrote flavor text for tons of new items, eggs, and creatures. I spearheaded an overhaul of the game's UX, and designed the game's quest system, boosting retention.
Egg Baby
A happy, healthy, tutorial Egg!
We took a risk with Shakespeare quotes - but the Sparkler Egg ended up being our most popular!
Contributions
- Content Design
- Item Code System
- Seasonal Events
Egg Baby was Nix Hydra's flagship game! I began as the team's only QA member, and quickly grew into a design role as the company expanded. I designed the game's item code system, enabling faster customer support. I had lots of fun designing new eggs, creatures, items, and seasonal events!
King's Men
This prototype testing zone eventually grew into the tutorial level.
Many core mechanics, such as pushing and pulling blocks, were initially quite challenging to script.
As I became more familiar with scripting, I added more complex functionality like switchplates!
It was a ton of fun developing the visual style for the game!
Each character has unique abilities inspired by their classic chess counterparts.
A bird's eye view of the tutorial level, featuring increasingly complex puzzles.
A state machine within PlayMaker, a visual scripting tool used to give life to the game.
A portion of the original doodle that inspired the game!
Contributions
- Game Design
- Art + Animation
- Scripting
King's Men was my first independent development project. I designed and developed in my free time, over the course of a year. The game features physics-based puzzles and simplistic combat. Players must rescue and utilize each character, themed after classic chess pieces. It was thrilling to explore all the various disciplines of game development!
WordWorld Tales
Contributions
- Level Design
- UI/UX Design
- Digital Art
- Web Design
WordWorld Tales was my first professional experience as a game designer. I was the "jack of all trades" for PlaySquare's creative needs. I designed many of the interactive segments and mini games within this educational children's app. I also created hundreds of in-game visual assets, and overhauled the company website's HTML and CSS!