EXPERIENCE

Zenimax Online Studios

Lead Encounter Designer (July 2023–July 2025)

Project Blackbird (Cancelled)

  • Duties: Personnel Management (6x direct reports), Design Direction, Product/Feature Ownership, Writing User Stories/AC, Team Presentations

  • Product Owner for the AI/Combatants Team, which was developing brand new AI systems, features, and tools from the ground up

  • Worked with project leadership to design launch plans for AI combatants and encounters - Worked closely with animation, character art, concept art, and other teams to build up pipelines, workflows, and rapid iteration processes for combatants development

  • Refined the vision for AI combatants and factions in Blackbird

  • Guided the feature owner of Encounters and helped develop the vision for Encounters in Blackbird

  • Provided design direction on a regular basis across multiple milestones

  • Developed individual combatant and enemy faction designs

  • Delivered status updates and other presentations to the wider team on a regular basis

Principal Encounter Designer (February 2021–July 2023)

Project Blackbird (Cancelled)

  • Worked on the UE4 prototype of the game

  • Built all the AI combatants and AI systems for the prototype in Unreal 4 from the ground up

  • Built and scripted the primary combat test map used daily by the prototype team

  • Built and scripted multiple showcase encounters for an in-house playtest

  • Built and scripted a comprehensive tutorial sequence for an in-house playtest

  • Developed and communicated the vision for enemy AI combatants in Blackbird (paper design and presentation materials)

High Moon Studios

Lead Game Designer (July 2016—February 2021)

Call of Duty: Vanguard

  • Duties: Personnel Management (3x direct reports), Tasking, Design Direction

  • Led a team of four designers on the development of one campaign level - “The Rats of Tobruk”

Call of Duty: Black Ops Cold War

  • Duties: Personnel Management (4x direct reports), Tasking, Design Direction, Coordination with lead studio (Raven)

  • Led a team of four designers on the development of two campaign levels - “Echoes of a Cold War”and “The Final Countdown”

Call of Duty: Black Ops 4 Zombies

  • Duties: Personnel Management (4x direct reports), Tasking, Design Direction, Coordination with lead studio (Treyarch)

  • Led a team of four designers on the design and scripting of some revamped classic zombies maps for multiple DLC packs - “Classified”, “Alpha Omega”, and “Tag der Toten”

Destiny 2: Forsaken

  • Duties: Personnel Management (6x direct reports), Tasking, Design Direction, Coordination with lead studio (Bungie)

  • Led a team of six designers on the design and development of new combatants, new bosses, new strikes, and new public events

  • Led the design and development of the Scorn combatants, 3x campaign bosses, 3x strike bosses, and the Tangled Shore Barons (8x Minibosses)

Senior Game Designer (July 2009—June 2016)

Destiny 2

  • Designed, built, and scripted a new strike, “The Pyramidion”

  • Worked with AI engineer to develop boss fight mechanics for “The Pyramidion” strike

Call of Duty: Infinite Warfare

  • Scripted first half of the fourth mission in the single-player campaign, “Operation Burn Water”

Destiny: The Taken King

  • Rescripted one of the Mars strikes, “Cerberus Vae III”, using the new Taken AI combatants

Call of Duty: Advanced Warfare DLC2 - Ascendance (Zombies)

  • Designed, built, and scripted the sewers section of the Exo Zombies level for the “Ascension” DLC pack

  • Designed and scripted the Easter Egg side quest

Call of Duty: Advanced Warfare

  • Co-designer on the sixth mission of the campaign, “Manhunt”, set in Santorini, Greece

  • Designed new gameplay including the sniper drone and the sniper suppression sequences

  • Designed, built, and scripted the alleyway fight

  • Scripted and polished the market scan and safehouse infiltration sequences

Transformers: Fall of Cybertron

  • Led a multi-disciplinary team in the design and implementation of all the AI combatants in the game

  • Built combat spaces for the AI combatants that either went straight in to the game as is or were used as templates for other level designers to craft their own combat areas

  • Managed the use of AI combatants across all the levels of the game

  • Acted as liaison between Design and Programming to resolve issues, develop new tools, and enforce standards for AI

  • Designed, built, scripted, bug-fixed, and polished the final level of the game

Game Designer (July 2006—June 2009)

Transformers: War for Cybertron

  • Designed, built, scripted, bug-fixed, and polished three of the ten campaign levels

  • Trained and cultivated a junior designer

  • Tuned and polished enemy AI behaviors

Cancelled/Unannounced Project

  • Worked with senior artist to establish a pipeline for modular level-building

  • Designed, built, and scripted a prototype level for one of our main game pillars

The Bourne Conspiracy

  • Designed and built two of the eleven campaign levels

  • Scripted sequences for six campaign levels including the final boss

  • Led a team of three junior designers during the beta bug-fixing and polish phase

EDUCATION

The Guildhall at Southern Methodist University (2005—2006)

  • Professional Certificate in Digital Game Development, Level Design Specialization

National Taipei Normal University (1998—2000)

  • Certificate of Completion in Mandarin Chinese Language Courses

University of Texas at Austin (1994—1998)

  • Bachelor’s Degree in Asian Studies

TOOLS OF THE TRADE

Editors - Unreal 4, CoD Radiant, Proprietary - Various

Scripting - CoD Script, Unreal Blueprints/Visual Scripting, Python - Basics

Asset Creation - 3DS Max, Houdini, Photoshop

Collaboration & Communication - Microsoft Office, Miro, Confluence, Adobe Illustrator, Jira