I am a technical designer that started out in the modding community at a young age and paved my way into the games industry through my many personal projects.
Along the way I've earned a vast skillset in many areas of games development and simply have an insatiable need to understand and gain experience in every aspect of developing games.
If you're looking for someone with a keen eye and a strong technical understanding of what makes games tick contact me via email or LinkedIn.
Fight through a dilapidated shipping yard in this decaying and unkempt 12-player defusal map for Counter-Strike Global Offensive.
In a short 2 month period before the relaunch of Block n Load, I was tasked with the goal of giving the UI a more contemporary design and feel.
Winner of the CTFPLR contest, Nightfall is a 3-stage map designed for the Payload Race gamemode of Team Fortress 2.
A collection of UE4 Blueprints consisting of various gameplay mechanics that can be combined to prototype multiplayer game modes.
A Team Fortress 2 KoTH map built in collaboration with another member of the mapping community.
My entry into the TF2Maps 'Competitive CTF' contest, Converge is a CTF map where a single flag at the center of the map is fought over and must be delivered deep inside the enemy's base in order to damage and destroy a computer mainframe.
An arena/king of the hill map for Team Fortress 2 set on a remote island with a lighthouse serving as both the central focal point and the middle capture point.
A small scene built for the UDK, intended to brush up my skills in Max and Photoshop and to get used to the workflow involved in working with the UDK.