State of Decay 2 - Core SystemsI can't really talk yet, but I have never had this kind of chance to make something I'd honestly lose myself in. Till now.
Moonrise - Combat, Economy, Progression, Encounters, SkillsPokemon for adults on mobile. We started there then took it to Steam on Early Access. I could explain the reasoning, and was responsible for nearly every number in the game. Nearly.In the end we had retention issues and had to shelve the title lest the compayn overextend. These things happen. Good way to learn.
Deer Hunter 2014 - Economy, Progression, Weapon FeelDesigned all the weapon content, tuned it for feel and balance. Built a startlingly successful economy model to let us know how much each purchase we offered would feel like it mattered to you at various points, which we then designed. Kind of ashamed of the violence.
Tons of Guns - Progression, Weapon Feel, Economy, EncountersTuned game feel for in game weapons, build stat progression for characters, weapons, perks, designed bosses & enemy behaviors. Hooked up a lot of UI widgets. Learned how/how not to do a gigantic balance spreadsheet with "the whole game in it".
Marvel Super Hero Squad Online - Levels, Encounters, ScoringMy first gig. Designed half the levels we shipped with, one a month for a year after. Balanced a scoring system for 6 year olds. Cut my teeth.