
©2002 Midway Home Entertainment Inc.
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PSI-Ops:
The Mindgate Conspiracy
PS2 / XBOX - 2004
Scriptwriter / Scenario Designer
Midway GamesThis is a title where I had the opportunity to work
with some familiar faces from Septerra along with a whole new team as well. I was
brought in to help the team coalesce their ideas into a cohesive story and set of
scenarios. I went on to do the script writing, initial scenario design, and
contribute to the overall gameplay design as well. I had a lot of fun not only
researching the various PSI related conspiracy theories in the real world, but then
constructing a world where not only are these theories true, they're all connected.
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© 1999 Valkyrie Studios, Inc.
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SepterraCore:
Legacy of the Creator
PC CD-ROM - 1999
Lead Designer / Creator
Valkyrie StudiosThis was the game I waited my whole career to
create, and it was worth it. I was blessed to lead an extremely talented team in
putting together my vision of what a fantasy RPG could be. I poured quite a bit of
myself into this one, from the story, to the world, characters, game play and artistic
style. Septerra garnered raved reviews and ended up being a cult classic among those
players looking for more creative games.
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©1995 Viacom International, Inc.
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Beavis and Butthead
in Virtual Stupidity
PC CD-ROM - 1995
Lead Artist / Co-Designer
Viacom New MediaWith a great team and a producer that kept the
suits off our backs we were able to make an original adventure game that went on to win
numerous awards (including PC Gamer's Adventure Game of the Year) and sell very well.
Beavis was also listed in PC Gamer's Top Fifty Games of All Time two years in a row
(both at #24) and a third time in 2001 at #48. In 2003 PC Gamer also named it
the
Funniest Game of All Time. |

©1995 Viacom International Inc.
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Phantom 2040
SNES/Genesis - 1994
Lead Artist / Co-Designer
Viacom New MediaOriginally this game was going to be Aeon Flux - a
license I would have loved to design a game for. But Viacom wanted us to get a
Phantom game out ASAP. Oh well, this was at least the first chance I had to really
co-design a game that had some sci-fi elements to it - even if it starred a man in purple
tights! The game is bursting with giant robots, flying battleships, twisting story
threads, rebel freedom fighters and alternate story endings.
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©1994 Viacom International, Inc.
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Rocko's Modern Life:
Spunky's Dangerous Day
SNES - 1993
Background Lead Artist / Lead Designer
Viacom New MediaPart way through Daffy I was asked to also manage
the background art on this game as well as design it, based on a concept by the
producer. Rocko was a side scrolling action puzzler that was really fun to work
on. I always run into people who really seem to love it. |

©1993 Sunsoft
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Daffy Duck:
The Marvin Missions
SNES - 1993
Artist / Designer
ICOM SimulationsDaffy was my first solo design. That's not to say that the team as a whole
didn't contribute to the design, but someone's gotta have the final word. Back in
those days a team could be as small as a programmer, a lead artist, one secondary artist
and a producer! |

©1992 Sunsoft
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Road Runner's
Death Valley Rally
SNES - 1992
Artist / Co-Designer
ICOM SimulationsThis was really the first project that I worked on
that really came together the way we imagined it. Road Runner was a hit back in the
day and I think it's because of the fun we had making it. The love the team had for Chuck Jones' original cartoons comes through in the final product. |

©1993 Icom Simulations, Inc
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Camp California
Turbo16 CD-ROM - 1992
Artist / Co-Designer
ICOM SimulationsThe Official Mascot of the Beach Boys! Not
exactly the most appropriate license for me to work on, but we got to design a side
scrolling game with multiple characters and tons of levels. This game shipped on a CD, a
first for many of us back then, and the extra room for storage was a huge leap from the
old carts. |
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©1991 Camp California, Inc.
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YoBro!
Turbo16 - 1991
Artist / Co-Designer
ICOM SimulationsMy first project. I came into it after the
initial design phase. I set to work learning the ropes and what this thing called
"anti-aliasing" was. By the time the project was over I was heavily
involved in balancing and further design. We had a blast trying to squeeze as much
as we could onto this Turbo Card! |
 
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