I've been making games for more than twenty-five years. In that time, I've been lucky to have worked with some truly incredible people on some truly incredible games. Some of those teams had hundreds of people, and others less than ten. I've developed in some world's most well-loved game universes, and I've created others completely from scratch.
The games below don't represent all of the titles that I've worked on in my career, but they do represent those that were the most instrumental in my personal and professional development. Each was unique in its own way. Let me tell you about them.
WILDSTAR
WildStar is a AAA MMORPG developed by Carbine Studios. Founded by a small group of developers from Blizzard Entertainment, the studio set out to create a unique and compelling game that challenged some of the genre's traditional elements. It had a dynamic combat system, a unique art style, and an IP that was chock full of personality.
I was one of core of group of individuals at Carbine who were central to the development of that IP, and eventually became responsible for the creative direction of the entire project.
VAMPIRE THE MASQUERADE: BLOODLINES
Vampire: The Masquerade - Bloodlines was a first person, 3D Action RPG that took place in White Wolf's popular World of Darkness. An innovative game for its time, it featured action mechanics, full voice over, a compelling story, and a dark and gritty version of modern-day Los Angeles. In many ways, it was a precursor to the fully- immersive RPG experiences we enjoy today.
I was there from the genesis of the project all the way through launch, and was involved in everything from narrative development to visual design.
ARCANUM
Building upon the innovative role-playing experience that they had presented in the original Fallout, the founders of Troika Games wanted to do something special for their first release. The result was Arcanum: Of Steamworks and Magick Obscura, a deep and engaging RPG that took place in a fantasy-steampunk setting where the forces of magic and technology are in perpetual conflict.
As one of the original members of a very small and tight-knit team, I did a lot of world building, story development, content design and implementation.