State of Decay 2 - Items, Scavenging, Base Building, Community Simulation, Gun CombatThe ultimate zombie survival fantasy experience. A deep simulation with an action game on top, with drop-in drop-out co-op.The biggest game I've worked on to date.
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.
Deer Hunter 2014 - Economy, Progression, Weapon FeelDesigned all the weapon content, tuned it for feel and balance. Built a 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 & optimized, bringing in over $50MM.
Tons of Guns - Progression, Weapon Feel, Economy, EncountersTuned game feel for in game weapons, built 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.