Alien Swarm
Crysis 2, Crytek/Electronic Arts
Crysis 2 Whiteboxes 01
Crysis 2 Whiteboxes 02
Crysis Multiplayer
Crysis, Crytek/Electronic Arts
Counter-Strike, Valve Software
FarCry, Crytek/Ubisoft
Day of Defeat, Valve Software
NightFire, Gearbox/Electronic Arts
Alien Swarm
Alien Swarm

Fascinated by the chance to work something very different from a typical shooter, I’m currently working on an Alien Swarm mini-campaign in my spare time. It’s been a good excuse to get back into Hammer and get some additional practice with lighting and environment detailing as well some co-op time. I wanted to create a [...]

Crysis 2, Crytek/Electronic Arts
Crysis 2, Crytek/Electronic Arts

After Crysis shipped, I was part of the initial four team members who began working on it’s sequel, Crysis 2. As one of the most challenging and rewarding projects I’ve worked on so far, bringing the Crysis universe to New York and breaking into multi-platform development, I was part of an amazing team responsible for [...]

Crysis 2 Whiteboxes 01
Crysis 2 Whiteboxes 01

This section includes images from very early prototyping of spaces that would be used in Crysis 2 during the production. The whiteboxes below range from simple buildings to streets and large open plazas. The goal was define how New York would feel as well as pushing for greater player freedom vertically within the play space. [...]

Crysis 2 Whiteboxes 02
Crysis 2 Whiteboxes 02

Some early images from Crysis 2 showing more realized whiteboxes and gameplay spaces taking shape. The goal here was to capture the feel of New York City while retaining a more open and combat centric experience found the original Crysis. The spaces here are also built with heavy verticality in mind as well as multiple [...]

Crysis Multiplayer
Crysis Multiplayer

Crysis was my second project at Crytek, shipping in 2007 my responsibilities as lead multiplayer designer including design and execution of the multiplayer component with a team of eight as well as ensuring the delivery of the multiplayer missions. I also spent some time working on the single player component, primarily creating the layout, geometry [...]

Crysis, Crytek/Electronic Arts
Crysis, Crytek/Electronic Arts

Crysis was my second project at Crytek, shipping in 2007 my responsibilities as lead multiplayer designer including design and execution of the multiplayer component with a team of eight as well as ensuring the delivery of the multiplayer missions. I also spent some time working on the single player component, primarily creating the layout, geometry [...]

Counter-Strike, Valve Software
Counter-Strike, Valve Software

Donec lacinia, nunc eu tempor mollis, tortor purus ornare risus, nec molestie odio dui a nulla. Vivamus erat lacus, ultricies vel cursus a, bibendum tincidunt lorem. Nunc egestas nisl ac neque dignissim vitae porttitor quam blandit. Vivamus accumsan venenatis tincidunt. Ut dapibus nisi tristique turpis consequat dapibus. Nulla facilisis tellus ac dolor posuere ut commodo [...]

FarCry, Crytek/Ubisoft
FarCry, Crytek/Ubisoft

FarCry was released in 2004 as Crytek’s first commercial title. As a multiplayer designer I was responsible for delivering a number of missions in under six months including getting up to speed with the tools and engine. A fun project to cut my teeth on and I’ve sadly not worked on anything quite a colorful [...]

Day of Defeat, Valve Software
Day of Defeat, Valve Software

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NightFire, Gearbox/Electronic Arts
NightFire, Gearbox/Electronic Arts

Donec lacinia, nunc eu tempor mollis, tortor purus ornare risus, nec molestie odio dui a nulla. Vivamus erat lacus, ultricies vel cursus a, bibendum tincidunt lorem. Nunc egestas nisl ac neque dignissim vitae porttitor quam blandit. Vivamus accumsan venenatis tincidunt. Ut dapibus nisi tristique turpis consequat dapibus. Nulla facilisis tellus ac dolor posuere ut commodo [...]