I started work at Flight School as a Game Designer and quickly moved into a management position for the design team.
This was a wonderful opportunity that allowed me to work on several unique projects and some strong passion projects which allowed me to work with St Jude's and the Make-A-Wish foundation.
I started as a game designer with Flight School when I was first hired. Island Time VR was their first attempt at a VR game title and the team was struggling on bringing the project over the finish line.
I was asked to step in and lead a team of designers, artists, and programmers into finalizing the project. We simplified the design into a rogue-like simulator which helped to alleviate a lot of the confusion over direction for the product.
I later took demos to game conventions for the team and became the public face of the company on a lot of other projects.
After Island Time VR, I was quickly moved into a Design Supervisor position and became part of the exectuvie management team.
Flight School took on a lot of corporate projects but they were passion projects for the team. This one allowed me to work with the super creative team at Meow Wolf in Santa Fe.
This project was an AR experience bringing elements from their House of Eternal Return story into a mobile app that could be used to "investigate" the house.
I worked mostly solo on this project acting as mobile gameplay engineer and game designer to create the experience while using art provided from our creative director and from Meow Wolf themselves.
As popularity in VR Arcades grew, we were approached to work on several projects for this game space.
I served as both game designer and design supervisor on this project. The success of this game led to other games such as a How to Train Your Dragon VR ride and eventually the creation of the Dept of Wonder, Flight School's experience location.
This was a rare and wonderful opportunity to give back to children in dire situations. Flight School has worked on many projects with the Make-A-Wish foundation in the past but for this one, Malik wanted to be a game designer as his wish.
The team was great in providing him a welcoming experience and making him feel heard and important in the game's creative process.
I served as the implementer of Malik's vision by creating a single player platform game that featured all of his wonderful ideas and characters.
For this project, I had a team of designers who worked on scenarios for the game while I served as direction and technical design for audio and VFX.
This was another project where the technology for the app was in a state of development, so it was crucial to be able to plan for what could be developed as well as reacting to rapid changes.
Flight School was a part of the Reel FX family and often times I found myself shifting to other parts of the company as projects were in need of my skills.
This was a once in a lifetime opportunity for me as I was able to combine my hobby of LEGO with work!
Working with the LEGO company meant adhering to their standards of keeping in-world art assets being elements that could actually be built with LEGO parts. Reel FX was one of the few companies at the time that had the same pipeline as Animal Logic for implementing LEGO assets and animating around them.
My skills as a LEGO builder allowed me to make custom assets using LEGO Digital Designer that became art assets in the commercials.
This was another wonderful community project where I served as the supervisor for the team of designers, artists, programmers, and creative director.
I worked on early implementing of elements and gameplay and then as other projects needed my help, I shifted over into a supervisor role for the rest of the team.
Another passion project for the team. We got to work with Dan Carlin on bringing one of his most favorite eras in history to life.
This project was built around very early prototypes of a wireless VR headset and combined not only a digital aspect but physical manufacturing for the trench elements that players would touch and feel while in the headset.
I supervised other designers and artist as well as contributed to building a lot of the moments within the experience. This project also allowed us to work with a team for Lucas Sound to create a very powerful audio experience.
This project showcased at Tribeca Film Festival and I went with the team to interact with the public for the event.
A blast from the past! The team at General Mills saught to bring back a fan favorite game that they had developed back during the days of Doom.
I served as supervisor and level designer on this project with a team of other designers, artists, programmers, and creative director.
We provided an updated version of the classic game in Unreal and added in multiplayer match gameplay and bonus levels not found in the original game.