Here is a collection of various work samples from my career. Here you'll find examples of writing, documentation, and screenshots from published work.GDC Presentation Materials
I've had the honor of appearing at GDC 2010-2012 as part of the Level Design in a Day tutorial. My main contributions are hour-long lectures on various aspects of my role as a designer. Slides, audio, and/or video are available for some of these talks on the GDC Vault. (requires subscription)
- Skyrim's Modular Approach to Level Design, GDC 2013 Transcript
- Level Design in a Day Online Roundtable (GDC 2013 promotional)
- Pursuing Elegance via Creative Process, GDC 2012 Transcript
- Motivating Players in Open World Games, GDC 2011 Transcript
- Level Designer, Storyteller. GDC 2010 Slides
Skryim Dungeon & Systems Design, Tools, Wiki, Community
When Skyrim launched, I was responsible for organizing and releasing our mod tools, wiki documentation, and video tutorial series. This also involved collaborating with Valve on integration with the Steam Workshop - including the joint creation of a crossover mod to celebrate the launch.
Core contributions to Skyrim included work on prototyping spells, weapons and perks, as well as combat design for enemies such as the dragons, spriggans and wispmothers. I designed and implemented several side quests, including the Dragon Priest Masks and Peryite Daedric quest, and created/collaborated on dozens of level locations, such as Blackreach, Sovngarde, the Throat of the World, Labyrinthian, the Ratway, and many more.
Fallout 3 GECK wiki & Tutorials
Shortly after launching Fallout 3, we were able to focus on preparing our content creation tool, the GECK, for public release. To help the mod community get off on the right foot, many of us turned our attention to cleaning up our wiki documentation. I organized and edited a series of wiki and video tutorials authored by myself and my level design team; Jeff Browne, Phil Nelson, Jesse Tucker and Daryl Brigner, as well as environment artist Rashad Redic.
- GECK video tutorials on YouTube
- GECK setup
- Layout and Kits
- Cluttering with the Object Palette
- NPCs population
- Traps and other non-NPC elements
- Lighting and FX
- Connect and Finalize
- Creating a Basic Quest
Fallout 3 Notes & TerminalsI write a lot of small things to help build the story of our game worlds. Here's an incomplete collection of things I contributed to Fallout 3, stored at The Vault wiki.
In preparation for the release of Fallout 3, I shared a look at the thinking and techniques behind creating our alternate version of Washington, D.C. - a vision of our Capital destroyed in the nuclear fire of the Fallout universe.
I also worked with Nathan Purkeypile, my co-lead on the Point Lookout DLC for Fallout 3, to write another developer diary in preparation for that project's release. This would focus on our approach to the DLC at large, with an emphasis on world design.
Oblivion In-Game Books (archived at The Imperial Library)
From Shivering Isles:
- Sixteen Accords of Madness Vol.XII: Malacath's Tale
- Sixteen Accords of Madness Vol.VI: Hircine's Tale
- The Fall of Vitharn
- Ebrocca Letters (story chain)
- Praises of Gyub (w/Jeff Browne)
- Elaborate Spectacle Letters (w/Jeff Browne)
From Mehrunes Razor:
- Diplomatic Correspondence
- Note to the Steward
- Steward's Registry
- Letter to the Jailor
- A Letter Home
- Apprentice Note
- Treatise on Ayleidic Cities
- Drothan's Journal
- Drothan's Field Journal
- Farewell Letter
TESIV Wiki Tutorials
When we launched Oblivion, we decided to launch a version of our internal wiki to support the mod community. In order to bridge the gap between novice end-users and the technical information in the wiki, I created a few basic tutorials to help gamers turn into modders. Note that due to the collaborative nature of wiki, these tutorials have been tweaked and edited by the TESIV modding community since my original publish.
BloodRayne 2 Level Design
Here are some images from my Level Designs for BloodRayne 2. Please note that credit for art assets goes to Nathan Purkeypile, Cory Edwards, Ryan Monday, and the rest of the BR2 art team.BloodRayne Design Test
I had to complete a one-week test to secure my level design gig at Terminal Reality. The task entailed designing a level from concept to mock-up that would have fit into the original BR title. My techniques have changed quite a bit since I completed this, but many of the fundamental of my approach to level design have not changed. View the test in HTML format here.PlanetQuest Documentation Excerpts
I created volumes of design documentation for the ill-fated PlanetQuest project, an MMORPG funded by a startup software company which I was remarkably put in charge of creating design for as well as handling our small staff of freelance artists. I'm able to share a few .PDF excerpts here, but most of the documentation will remain confidential indefinitely. Take a look at bits of our Quest Document, Governments Doc, and Combat Table.