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