Games Industry Producer
Striving to keep game development running as smooth as possible
Diablo 2: ResurrectedVicarious Visions
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ZEDEagre Games
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AUDICAHarmonix Music SystemsQA Tester
AUDICA™ is a VR Rhythm Shooter from Harmonix, the makers of Rock Band™ and Dance Central™. Armed with a pair of rhythm blasters, you shoot and smash targets to the beat of a soundtrack that features songs from some of the world’s most popular artists. The better your timing and accuracy, the better your score. My first experience working with VR, AUDICA proved to be a truly unique development process. With the game being ported to multiple different VR platforms, such as the Oculus Quest and PSVR, it was important to make sure that everything logged into Jira was kept up to date and as organized as possible. Keeping all of this organized was one of my more critical tasks on the project, as this also helped some of our external development assistance stay up to date on the state of each branch of the project at just a glance. Being able to work at a studio as iconic as Harmonix right after college has been incredible. Music has always played a huge role in my life, so being able to work on projects that perfectly blend together my love for both music and games so well is something I'll always be grateful for. |
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ArachnotronChamplain Student Project
Producer
Master your environment, crush the hordes, and bring down the Barons of the S.W.A.R.M in Arachnotron, a third person shooter where the entire world in travesable: If you can see it, you can climb it. Use a variety of weapons to take down the hordes of enemies and the massive bosses that lay in wait at the end of each area. My first independent project of note, Arachnotron was worked on during my Senior year of attending Champlain College with a team of other students, with myself being tasked with managing the entire development process and those others working on the project. The whole process was more on the experimental side, trying out any gameplay ideas we could think of and 'seeing what sticks'. It was an interesting dynamic of allowing the teams creativity to run free, while simultaneously ensuring that productive work is accomplished within a reasonable timeline. |
NarcosisHonor Code games
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DarkWebDeep-End GamesProducer of Game Mechanics
Not much can yet be shared about this newly revealed horror title by Bill Gardner of Deep-End, so stay tuned to social media for updates! The primary focus of the three different teams that I helped to manage were each focusing on different gameplay scenarios and mechanics, making for a much more creative and exploratory experience with game development. One major production aspect I pulled from this project was how to properly balance creative experimentation and enforcing deadlines. While it is important to allow a team to have its creative freedom and enjoy making their game, it's just as important, if not more so, to have the game organized and meet deadlines, Having the opportunity to work closely with one of the original designers of BioShock has been an amazing opportunity, helping to manage the different teams involved and help guide their focus towards the desired gameplay goals and replayability. |