Design · Gameplay · Scenarios
Scenarios · Engines · Gameplay
Madden 20
Conceptualized, programmed, and implemented responsive storylines as dynamic events that reflected player performance and enhanced overall engagement. Responsibilities included building branching dialogue, scripting interactive systems, and ensuring narrative cohesion across gameplay experiences.
Credits
- Madden 20
- M20: Face of the Franchise
Face of the Franchise
Contributed to the development of the all-new mode “Face of the Franchise: QB1”, following the journey of a player-created quarterback from the College Football Playoff through the NFL Draft and career progression.
Credits
- Madden 20
- M20: Face of the Franchise
Batman S2: The Enemy Within
Developed interactive systems and narrative mechanics that enhanced puzzle-solving, cinematic interactivity, and player-driven choice.
Credits
- Ep1: The Enigma
- Ep2: The Pact
- Ep3: Fractured Mask
- Ep4: What Ails You
- Ep5: Same Stitch
Game of Thrones: A Telltale Games Series
Worked from pre-production through the finale on Game of Thrones, during which the Telltale Tool underwent major updates to animation, lighting, and VFX systems. A central challenge was optimizing memory usage while ensuring cinematic fidelity.
Credits
- Ep1: Iron From Ice
- Ep2: The Lost Lords
- Ep3: The Sword in the Darkness
- Ep4: Sons of Winter
- Ep5: A Nest of Vipers
- Ep6: The Ice Dragon
Programming · Mechanics · Game Engines
Gameplay
Programming · Combat Design· Interactions
The Walking Dead S3: A New Frontier
Enhanced Episode 4: “Thicker Than Water” by scripting gameplay elements that supported story flow and player choice. Balanced pacing through points of interest and interactive decision-making.
Credits
- Ep1: Ties That Bind
- Ep2: Ties That Bind(Part 2)
- Ep3: Above The Law
- Ep4: Thicker Than Water
- Ep5: From The Gallows
Marvel Guardians of the Galaxy: The Telltale Series
Provided targeted gameplay programming support for fight sequences and new mechanics. Assisted with combat scripting and mechanical implementation under tight deadlines.
Credits
- Ep1: Tangled Up in Blue
- Ep2: Under Pressure
Minecraft: Story Mode
Subject designed, prototyped, and implemented dynamic storylines using the Scenario Engine, including branching dialogue and event-driven sequences that respond to player performance and choices. Systems were authored for replay value, personalization, and reliable runtime behavior across varied game states.
Credits
- Ep1: The Order of the Stone
- Ep2: Assembly Required
- Ep4: A Block and a Hard Place
Tales from the Borderlands
Engineered branching fight logic for the climactic boss encounter. Provided targeted gameplay programming support for fight sequences and new mechanics.
Credits
- Ep5: The Vault of the Traveler
Camera · Performance · Direction
Cinematics
Camera · Performance · Visual Storytelling
The Wolf Among Us
Adapted the Fables comic series into a noir-inspired five-episode thriller, following Bigby Wolf as sheriff of Fabletown.
Credits
- Ep1: Faith
- Ep2: Smoke and Mirrors
- Ep3: A Crooked Mile
- Ep4: In Sheep’s Clothing
- Ep5: Cry Wolf
The Walking Dead Michonne
Leveraged upgrades to the Telltale Tool to deliver visually compelling and emotionally charged gameplay.
Credits
- Ep1: In Too Deep
- Ep2: Give No Shelter
- Ep3: What We Deserve
The Walking Dead S2
Brought emotional weight to Clementine’s journey as she matured into a resilient survivor amid increasingly dire threats.
Credits
- Ep1: All That Remains
- Ep2: A House Divided
- Ep3: In Harm’s Way
- Ep4: Amid the Ruins
- Ep5: No Going Back
The Walking Dead S1
As a QA Tester, Subject tested the quality, integrity and playability of a Game of the Year (GotY) award title.
Credits
- Ep6: 400 days
Qualifications · Proficiencies · Skills
Professional Roles
Technical Designer
Transforms story intent into playable systems. Builds responsive narrative infrastructure where dialogue, events, and game state react to player performance without breaking cohesion.
- Dynamic storytelling via event-driven systems
- Scenario scripting and branching structures
- Narrative cohesion across gameplay and player choice
- Complex system integration and state management
Content Programmer
Ships interactive content at production speed inside proprietary tooling. Converts design and direction into reliable mechanics, sequences, and systems that feel polished under player hands.
- Scripting and implementation of levels, mechanics, and environments
- Gameplay systems: QTEs, movement, combat, dialogue, and interactions
- VFX implementation and character damage states
- Memory and performance awareness under evolving engine constraints
Cinematic Artist
Controls the “camera and heartbeat” of a scene. Directs performances, pacing, and visual composition to land emotion, clarity, and tension while maintaining interactive continuity.
- Camera staging direction and pacing control
- Character performance (acting beats, timing, focus)
- Seamless cut-scenes and interactive dialogue sequences
- Maintaining intensity without losing narrative clarity
Expertise & Skill Proficiencies
Production · Direction · Execution
- Game Developer
- Technical Designer
- Content Programmer
- Cinematic Artist
- Project Manager
- Client Delivery Operations