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Videos Of How I Design

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  • 9/8/25

    Designing Combat On A New MMORPG

    How I established the core combat direction for the now-cancelled MMORPG at ZeniMax Online. I worked closely with leadership and the combat team to translate the game’s vision and six years of accumulated ideas into a clear combat strategy; ultimately driving the team toward building a demo under an eight-month deadline.

  • 9/8/25

    Building Competitive For VALORANT

    The approach I used when building new Competitive Systems for VALORANT. Managing the community feedback, learning what motivations to target for the player base, and driving VALORANT to win esports game of the year awards back-to-back.

  • 9/8/25

    The Warzone Push

    Being asked to tackle Warzone by Activision leadership, every week was a new system or design to tackle. In this video, I share the multiple areas of the game I had the privilege to work on.

Titles

Unannounced Action MMORPG
Combat Design Management | Combat Direction
Character Builds | Foundational Weapon Feel Systems

Premier | Ranked Overhaul(2020) | Ascendant Rank
Progression Overhaul | Agent Store
Daily System | Accessory Store | Kingdom Credits

Weapon Balance | All Ground Loot | Gas Circle
Ammo System | Health & Armor Plates | Vehicle Damage
Parachute Tuning | April Fools Day Mode

Weapon Feedback | Warzone
Game Mode Creation

Weapon Balance | Weapon Porting To Warzone

Unannounced R&D Title
All Weapons | Movement Tuning | Combat Direction
Health & Armor | Combat Design Management

War Mode Creation | DLC Weapons

All New Challenges | All Weapons
All DLC Weapons | All Limited Time Modes | MTX

Prop Hunt Port | New Game Modes

Game Modes | Weapon Balance
4 DLC Weapons | All Year 3 DLC Design

Monetization | Black Hat Device
Pick-10 Conversion | Weapon Balance
Created First COD Prop Hunt

Game Mode Rules | Esports Rules
Map Design Feedback | Movement Adjustments