What I delivered

Work

The approach, at work.

Four case studies show how the approach delivered results at Amazon and EA. The selected work that follows shows the same pattern across my career: new technology, new platforms, and the teams and content that brought them to life.

Case 01 · Clarity

The Work No One Owned

Case 01 header image
Company
Amazon
Product
Lumberyard
Role
Creative Director
Years
2015–2019

Amazon was building Lumberyard to compete with Unreal and Unity. The engine had a launch plan, technical documentation, and a user guide. What it didn’t have was a way in for the artists and designers who would actually make games with it. I recognized that gap, made the case for a team to fill it, and grew that team one proven step at a time.

Case 02 · Ownership

A Team Worth Fighting Over

Case 02 header image
Company
Electronic Arts
Product
Frostbite
Role
Creative Director, then Director, Creator Experience
Years
2020–2025

Frostbite’s Example Content team, a group of technical artists and designers, had been reduced to four people, and leadership was asking a fair question: does this function need to exist, or would those roles do more inside Engineering? I was brought in to answer it. Four years later, engineering teams were competing for the team’s time, and I had grown it to 24.

Case 03 · Structure

From Weeks to Days

Case 03 header image
Company
Electronic Arts
Product
Frostbite
Role
Creative Director, then Director, Creator Experience
Years
2020–2025

For two straight years, Frostbite’s studio partners asked for the same things: more examples, more tutorials, and a faster path into the engine. The need was clear. A way to meet it didn’t exist. I led Project Vanguard, a 28-person cross-functional effort that built the production system behind Frostbite’s learning content and launched a library of more than 250 examples.

Case 04 · Magic

One Request, Two Answers

Bistro, the Parisian cafe scene built for rendering validation
Bistro
A scene from the LOST cinematic
LOST
Company
Amazon
Product
Lumberyard
Role
Creative Director
Years
2015–2019

After Lumberyard launched, Engineering and Marketing came asking for the same thing: high-quality rendering content. They needed it for different reasons, on different timelines. Instead of building one compromise, I created two projects. Bistro gave engineers a demanding test environment and went on to a long second life in graphics research. LOST gave creators a cinematic story about what they could build.

Selected work

The pattern travels.

The cases go deep. This is the range behind them: ten projects across Microsoft, Amazon, and EA, from inventing play for brand-new hardware to directing the work that shows an engine at its best.

Making the case for the platform

Creative Director · Electronic Arts and Amazon · 2018–2023

The Forest

2023 · Electronic Arts · Frostbite · Creative Director

The Forest started as a test scene for Frostbite’s new surface material editor. As it grew to validate lighting, terrain, and visual effects too, we shaped it into a full render demo.

Featured in the Frostbite Dev Days keynote and used for creator onboarding through Creator Hub.

Mannequin

2022 · Electronic Arts · Frostbite · Creative Director

Frostbite’s stock human character couldn’t keep up with validation, training, and design prototyping, and it trailed what Unity and Unreal offered. I brought together a small team to design a replacement around how animators, designers, and engineers actually use a test character.

Frostbite’s default biped for feature validation, training, and prototyping.

Fujin

2020 · Electronic Arts · Frostbite with EA Create · Creative Director

Three months before Frostbite Dev Days, in my first year on the team, I was asked for an inspirational narrative short. With my own small team already committed, I secured artists from EA Create, an internal creative group, and built a focused team to design and deliver it.

Delivered in three months and featured in the Dev Days keynote.

Dream Big, Build Bigger

2018 · Amazon · Lumberyard with Axis Animation · Creative Director

A promotional short for the AWS Game Tech booth at GDC 2018. I set the creative vision, aligned it with marketing, co-wrote the visual narrative, and directed Axis Animation through production.

Debuted at GDC 2018 and carried into later AWS Game Tech marketing.

Raising other teams’ games

Senior Game Designer · Microsoft and Amazon · 2012–2014

Tales from Deep Space

2014 · Amazon Game Studios with Frontier Games · Senior Game Designer

On Amazon’s publishing team, my job was to help external studios realize their own vision. Here that meant design guidance, hands-on iteration, and the kind of direct feedback that lands as partnership.

Praised for its characters and narrative-driven puzzle design.

Til Morning’s Light

2014 · Amazon Game Studios with WayForward · Senior Game Designer

WayForward arrived with a strong creative lead and a clear vision. My role was design guidance that sharpened the game without taking it over.

Released to positive reviews as an early title in Amazon’s games portfolio.

5 Gum Micro Lab

2012 · Microsoft · Kinect Fun Labs with Wrigley and n-Space · Senior Game Designer

Business Development brought in Wrigley’s 5 Gum brand. I built a Kinect experience around their commercials, pitched it internally and to Wrigley, then designed and directed it with n-Space.

The first brand-partnered Fun Lab, with player-created content at its core.

Writing the rules for new technology

Senior Game Designer · Microsoft · 2009–2012

Kinect Star Wars: Pod Racing

2012 · Microsoft · Good Science with Terminal Reality · Senior Game Designer

When Good Science was asked to help ship Kinect Star Wars, I was handed the Pod Racing mode and took it from early prototype to polished and fun: track design, gameplay cameras, handling across twelve pods, and AI behavior.

In a game with mixed reviews, IGN called Pod Racing “easily the best gameplay in all of Kinect: Star Wars.”

Sparkler

2011 · Microsoft · Kinect Fun Labs with Smoking Gun · Senior Game Designer

Every Fun Labs release had to show a new use of Kinect and let players make something of their own. I conceived, designed, and directed Sparkler, where two-finger tracking let players draw glowing sparkler trails in 3D space.

One of the highlights of the Fun Labs library.

Kinect Adventures and Project Natal

2009–2010 · Microsoft · Good Science · Senior Game Designer

Project Natal was a depth-sensing, full-body tracking camera, later released as Kinect. I was one of its earliest designers, working out what a game could be when your whole body is the controller. One early experiment, Paint Party, became part of Natal’s public debut at E3 2009. Kinect Adventures brought those ideas together in the game that shipped with Kinect.

Shipped in the box with Kinect, reaching 24 million copies. Five patents came out of this work.

Career span

Always at the edge of what came next.

I started as an environment artist, moved into game design, helped define full-body play on Project Natal, and went on to lead the creative content behind two game engines. The work kept pulling me toward what no one had built yet. The resume has the full record.

  1. 1999–2007Amaze EntertainmentEnvironment artist to art lead to lead game designer
  2. 2007–2013MicrosoftProject Natal, Kinect, and Xbox titles as a senior game designer
  3. 2014–2019AmazonPublishing partner to external studios, then creative director for Lumberyard
  4. 2020–2025Electronic ArtsCreative Director, then Director, Creator Experience for Frostbite