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From AAA to Emerging Technology / 25 years of evolution

I started my career in games when real-time 3D was genuinely new, not a mature industry with established pipelines, but a frontier where every project required inventing the process alongside the product. That early experience of operating without a playbook became a through-line: VR before it had a mainstream audience, mixed reality before the hardware was reliable, and now spatial AI before anyone has fully agreed on what it means. Twenty-five years later, the tools have changed completely. The instinct hasn't.

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Another Axiom

Another Axiom: Gorilla Tag - Pod Captain & Game/Level Designer
Mar 2023 – Nov 2025

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Gorilla Tag has 15 million players and one of the most genuinely organic communities in all of VR. People don't just play it, they build culture around it. Working on it meant taking that seriously at every design decision.

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I owned the full product lifecycle for 5+ new levels and led development of new locomotion pods (Swimming, Gliding, Hoverboard), each requiring its own spatial layouts and player physics framework. I also overhauled the game hub and store layout, improving navigation and item discoverability, and established visual and gameplay metrics for VR spatial design that the team could reuse across future work.

Wevr

Wevr / Jon Favreau: Gnomes & Goblins: Sr. Designer, Level & AI Interaction followed by Lead Designer prototyping VR experiences - Aug 2020 – May 2022

 

Nominated, Best VR Experience, Venice Biennale Film Festival 2020. Designed level layouts and AI interaction systems for goblin-player encounters, using blueprints to control proprietary ai system including 20+ npc "Goblin" events to simulate a living, reactive society. Subsequently led design for a cross-platform Metaverse prototype and an unannounced Quest 2 title

Independent

Independent AR and ML R&D - Jul 2017 – Nov 2019

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Designed a mixed-reality character framework in Unity using ARCore for real-time spatial awareness and procedural non-verbal communication.

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Scripted character interaction and response systems driven by user action and proximity, with Mecanim animations and blendshapes.

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Conducted hands-on experimentation with Unity ML Agents, developing a practical understanding of reinforcement learning in spatial environments; work that continues alongside current spatial AI research.

Rascali and Studio Roqovan

Rascali / Studio Roqovan
| Lead Designer VR/AR
(Early employee, equity stakeholder)
Jan 2015 – Jul 2017

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Studio Roqovan (formerly Reload Studio) — joined as an early, equity-holding hire during the studio's founding period. Defined the creative product vision, UX strategy, and development roadmap for B2B educational VR applications. Improved customer ratings from 1.5 to 3.75 stars on a key Gear VR product through targeted design and interaction overhaul. Directed production reviews with clients including The American Experience, The Rubin Museum, and Boulevard VR.

 

Built multiplayer levels for World War Toons (PS VR) and pioneered diegetic 3D menu systems to resolve VR-specific UI challenges.

AAA: Naughty Dog & Sucker Punch 

AAA World Designer

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I began my career in AAA games. I was a Level Lead at Naughty Dog for 7 years where I built and maintained assigned levels working as the contact point for art, animation, code and QA. 

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At Sucker Punch I was the Senior Environment Designer. I designed and blocked-out massive open-world game spaces that showcased new characters, enemies and gameplay features. I led the development of a fully destructible environments that allow the player to create the excitement and not a cutscene. 

I was one of the 1st hires at Kojima LA and was part of the core group that recruited and built the L.A. team through it's founding 1st 18 months. I led multiplayer open-world map design and led the post-launch content and roadmaps for DLC to sustain player engagement.

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