One of the many things I do is direct. I've directed art, levels, narrative, and entire games. I direct using different tools and methods, but they all have the same goal -- to provide my teammates with a clear picture of what we're after, the reasoning behind the vision, and with enough room for everyone on the team to bring their individual talents, tastes, and experiences to the project. Below are several examples of direction I have created.
DESIGN

In 2026, I held two Creative Leadership workshops at different studios in Europe. It's a high-level presentation where I highlight techniques I use for creating, communicating, and changing a vision. This presentation was followed by a hands-on workshop where I helped attendees make creative pillars, elevator pitches, and more.

Stacking, game design document. This document provides an overview of the narrative, systems, mechanics, and flow of the game. I wrote this during pre-production and you can read the entire, unedited document here.

Keeper, level overview. I created this document to provide an overview of the key features, gameplay, and narrative goals of the level. I worked closely with the level design and concept teams to update this document as the areas developed. You can read the document here.

ART

Headlander, art direction document. This document provides a high-level picture of the style, influences, and look of the characters and world for the game, using concepts from myself and team as well as several reference images from 1970's cinema. I created this during pre-production; you can read the document here.

Broken Age, pre-visualization. I created this during the pre-production phase of Broken Age. We had successfully kickstarted a classic point-and-click style adventure game, but had yet to create the specific story and characters for the game. To help move things forward, I created a scenario, cut up some early concept art, and put everything together in After Effects. This pre-vis helped us understand the camera, scene transitions, interactions, and UI. Concept art by Nathan Stapley and animation by RayCrook.

NARRATIVE / WRITING

RAD, character sheet. I often create character sheets as one of the first steps in developing a character. I like to describe the character's game function, appearance, and reveal a few secrets, too! You can read the entire sheet here.

Headlander, story trailer. I wrote the script for this trailer and worked with 2 Player Productions, David Earl, and Khris Brown to edit, score, and cast it. I wanted to evoke a movie trailer from the 1970's, which tended to spell out themes and plot points. I took particular inspiration from the movies Logan's Run and Zardoz

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