Founder / Creative Director - Sungura Games
Led cross-functional team to evolve game development, guiding product development from conceptualization through design to implementation.
- Flow Ryda - Ryda Racing (Demo)
- Toyota Racer (Demo)
- Zamboni Challenge
- Call In Sick
- IGDA App
- Knock'em Off
Course Director - Full Sail University
(2020-01 - 2025-01)
Game Design Master of Science
- Developed and implemented course curricula to enhance student engagement and learning outcomes.
- Collaborated with faculty to ensure alignment of course materials with industry standards and best practices.
- Analyzed student performance data to identify areas for improvement in instructional delivery and course design.
Adjunct Faculty - Art Institute of Tampa
(2019-01 - 2020-01)
Game Development
- Self-motivated, with a strong sense of personal responsibility.
- Worked effectively in fast-paced environments.
- Skilled at working independently and collaboratively in a team environment.
Adjunct Faculty - Southern New Hampshire University
(2016-01 - 2019-01)
Game Development
- Self-motivated, with a strong sense of personal responsibility.
- Worked effectively in fast-paced environments.
- Skilled at working independently and collaboratively in a team environment.
Adjunct Assistant Professor - Prairie View A&M University
(2016-01 - 2016-01)
School of Architecture
- Developed and delivered engaging course materials for undergraduate students.
- Facilitated discussions and collaborative learning experiences in classroom settings.
- Evaluated student performance through assignments, exams, and projects.
Associate Professor - DeVry University
(2008-01 - 2015-01)
Game and Simulation Programming
- Developed and delivered curriculum for undergraduate courses in alignment with academic standards.
- Facilitated engaging classroom discussions to enhance student learning and participation.
- Mentored junior faculty, providing guidance on teaching methods and academic research.
Adjunct Professor - DeVry University
(2007-01 - 2008-01)
Game and Simulation Programming
- Developed and delivered engaging course materials for diverse student populations.
- Facilitated interactive classroom discussions to enhance student comprehension and participation.
- Evaluated student performance through assessments, providing constructive feedback for improvement.
Level Designer - Gearbox Software / Ubisoft
(2007-01 - 2008-01)
Optimized levels, built static mesh components, created particle effects, designed UI scenes, localized languages, edited matinee sequences, materials, and sound cues, conducted testing, and finalized builds for Xbox 360, PS3, and PC using Perforce. Shipped titles: Aliens: Colonial Marines and Brothers in Arms: Hell's Highway
Level Designer - N-Fusion / Midway
(2007-01 - 2007-01)
Optimized levels, built static mesh components, created particle effects, designed UI scenes, localized languages, edited matinee sequences, materials, and sound cues for testing and final cook on Xbox 360 using Perforce. Shipped title: Hour of Victory
- Designed engaging level layouts using Unreal Engine to enhance player experience.
- Collaborated with artists and programmers to implement interactive game elements effectively.
- Conducted playtests to gather feedback, iterating on designs for improved gameplay balance.
Sales Associate - EB Games / GameStop
(2004-01 - 2007-01)
Level Designer - The Guildhall @ SMU
(2006-01 - 2006-01)
Contract: America's Army
- Designed immersive game levels using industry-standard tools to enhance player engagement.
- Collaborated with artists and programmers to ensure seamless integration of gameplay mechanics.
- Conducted playtests to gather feedback, iterating on designs for improved user experience.
Quality Assurance - Magnin & Associates
(2005-01 - 2006-01)
- Identified and documented bugs to enhance game stability and user experience.
- Contributed to successful launch of Vegas Casino by ensuring quality through rigorous testing.
- Participated in quality assurance initiatives, identifying areas for improvement and implementing corrective actions.
- Developed comprehensive quality assurance programs for enhanced product and service reliability.
- Implemented quality assurance measures, maintaining high standards for all research activities and deliverables.
Level Designer - The Guildhall at Southern Methodist University
(2005-01 - 2006-01)
- D.R.O.P / Mythos / Sandstorm / The Suit
- Designed immersive levels using Unreal Engine, enhancing player engagement and experience.
- Collaborated with artists and programmers to ensure cohesive design elements across projects.
- Iteratively tested level designs, incorporating feedback for continuous improvement and balance.
Marketing / Beta Tester - Sony Computer Entertainment of America
(2005-01 - 2005-01)
- Participated in Socom: Navy Seals Fireteam Bravo to enhance team strategies and gameplay.
- Represented company at Wizard World Conference, engaging attendees and promoting brand awareness.
- Conducted thorough testing of game features to identify bugs and ensure optimal performance.
- Collaborated with development teams to provide feedback on gameplay mechanics and user experience.
- Documented test cases and results using issue tracking systems for effective communication.
Instructor - Bloomfield College
(2003-01 - 2004-01)
Continuing Education
- Developed engaging curriculum materials to enhance student learning experiences.
- Facilitated classroom discussions, promoting critical thinking and active participation among students.
- Provided academic support through one-on-one tutoring sessions, improving student understanding of course material.