↗
Past work
Professional work
From The Lost Vikings and Orcs & Humans to Warcraft II and early StarCraft: helping a small creative team build games that became household names.
Explore the project ↗
↗
Past work
Professional work
Making avatars feel more alive through touch, physics, and playful interactions, with permission and privacy built in.
Explore the project ↗
↗
Past work
Professional work
A giant robot with a playful world in its hands. Design, scripting, dialogue, voice direction, spatial sound, and music for an early Oculus Touch demo.
Explore the project ↗
↗
Past work
Professional work
An exploration of expressive characters and new control systems, bringing body movement into a playful digital world.
Explore the project ↗
↗
Past work
Professional work
A Kinect-driven performance prototype for Deadmau5, combining avatars, live interaction, and music sequencing.
Explore the project ↗
↗
Past work
Professional work
From the Orcs & Humans theme to units, missions, story, and animation: helping a small team build a new fantasy world.
Explore the project ↗
↗
Past work
Professional work
Building on Orcs & Humans with a new world of land, sea, and air combat. Eleven months, one extraordinary team.
Explore the project ↗
↗
Past work
Professional work
Advocating for real-time play and helping shape the interactions that put players in the middle of the action.
Explore the project ↗
↗
Past work
Professional work
Shaping the original design: three distinct races, an isometric world, and very different ways to play.
Explore the project ↗
↗
Past work
Professional work
The early adventures: The Lost Vikings, Rock n’ Roll Racing, and Blackthorne. A formative era of making every pixel count.
Explore the project ↗
↗
Past work
Professional work
Designing a god game where your choices transform the world, its people, and the creature at your side.
Explore the project ↗
↗
Past work
Professional work
Continuing Black & White 2 with its Battle of the Gods expansion.
Explore the project ↗
↗
Past work
Professional work
Consulting on Fable at Lionhead Studios.
Explore the project ↗
↗
Past work
Professional work
Giving a giant mechanical hand a voice, a presence, and a little humanity in Oculus Story Studio’s first VR film.
Explore the project ↗
↗
Past work
Professional work
Character footsteps, fabric movement, and sound implementation for Penrose Studios’ VR film.
Explore the project ↗
↗
Past work
Professional work
Working with Ryan Payton and Camouflaj during my Fun Bits period.
Explore the project ↗
↗
Past work
Professional work
Original musical content for Xfer Nerve: sounds and playable starting points for other musicians.
Explore the project ↗
↗
Past work
Professional work
I led game design for a collaboration bringing together NASA’s JPL, astronauts, Verizon, McGarryBowen, and Fun Bits Interactive around asteroid science and mobile play.
Explore the project ↗
↗
Past work
Professional work
Story, performance, sound, and hands-on implementation for an iPad game.
Explore the project ↗