The Design Palette

Never Alone

Game Design

We won a BAFTA and two Games for Change awards with Never Alone. I led the team of game designers and gave a lot of interviews, but I also got my hands dirty in and out of Unity. I wired all the cinematics, tweaked state machine values, scripted encounters, prototyped gameplay, and handled dozens of other tiny things like achievements, help manuals, etc.

And if I had to do it all over again, there are still a hundred changes I'd make, big and small. Thaaaaaat's game design!

Hopetown

Systems Design

I led Hopetown through its original Kickstarter in 2025, and I built everything under the hood along the way. I hooked up conversations, created design and production processes, and built systems both familiar and brand-new.

All we had going for us for that fundraising campaign was Astri's killer art, and my descriptions of what we were going to make. People were intrigued enough to trust us with their contributions.

And Along the Way

Dungeon Siege II: Broken World

Level Design

Ten distinct regions, full of scripted moments you remember for years. That's what I brought to Dungeon Siege II: Broken World.

I concepted, laid out, and fully implemented claustrophobic dungeons, dangerous deserts, unnerving forests, and more - all in a proprietary engine.

Marvel Super Hero Squad Online

Mission + Gameplay Design

I created the brawler component of Marvel Super Hero Squad Online, designed its VO system, brainstormed and implemented missions - and kept it all legible and fun for all ages.

Then I led the Live content team by shepherding new characters, environments, missions, and gameplay through launch and beyond.

Scripting

Scripting

Unrealscript. Python. Lua. Visual Basic. Flick. Skrit. Bonobo. Grognok. No, I didn't make any of those up. Yes, I've spent time working in all of them.

I've worked in the most widely used engines in the business, and the most obscure and rickety tools you've never heard of. I've got the medals and the scars.