Professional Projects

Star Wars Rebels Recon Mission

I was the Creative Director on this project.  I delivered the pitch for the project.  I lead the initial team to prototype the concept as well as overseeing the project from a day-to-day aspect.  My role was to over see the design from the ground level as well as working with our IP and publishing partners, Lucas and Disney Interactive.  In the evenings, I moonlighted as a programmer on the project, working on improving the Helios Engine, workflow, and quest system.  I also built a level for the game.

Get it on:   ( iTunes | Windows | Android )


Uncanny X-Men: Days of Future Past

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FLIGHT DECK VR (META QUEST 2, UNLREASED)

Flight Deck VR

Genre: VR Time Management / Simulation
Engine: Unity
Platform: VR Headsets

Overview

Flight Deck VR is a first-person, immersive time management game where the player takes on the role of Flight Deck Operations Chief aboard a massive interstellar starship. Set in a gritty sci-fi universe, the player oversees all traffic on the ship's flight deck—shuttles, transports, and freighters that arrive and depart constantly with urgent needs and tight schedules.

This project was developed as a prototype of the Ontario Arts Council

The challenge lies in juggling complex ship logistics in real time, optimizing turnaround, and supporting broader starship missions—all while immersed in the chaos of a bustling flight deck, built ground-up for VR.

Core Gameplay Loop

  • Monitor and manage incoming ships using intuitive, hands-on VR interfaces.

  • Assign ships to docking pads based on urgency, class, and deck availability.

  • Coordinate service teams to:

    • Refuel vessels

    • Unload or load cargo

    • Transfer or debrief crew

    • Conduct maintenance and urgent repairs

  • Clear ships for launch once mission-ready, keeping flight operations flowing smoothly.

Mistiming or neglect can lead to delayed missions, cascading traffic jams, or worse—catastrophic incidents on deck.

Ship Classes & Service Requirements

Each ship type introduces unique demands and urgency levels:

Ship ClassPrimary NeedsGameplay ImpactShuttleQuick refuel, minimal cargoFast turnover, frequent arrivalsTransport FreighterExtensive cargo, full refuel, maintenanceSlower, requires more space and timeVIP CruiserCleaning, resupply, high-priorityMust meet quality standards, no delays allowedMilitary VesselFull loadout, weapons checkCritical missions, security protocols required

As traffic scales, the player must prioritize which ships to service and when, under increasing pressure.

Strategic Console Operations

Beyond the immediate logistics of the deck, the player can interact with mission control consoles that provide a broader view of operations occurring beyond the ship.

From these strategic interfaces, the player can:

  • Monitor the star system for events: incoming signals, distress beacons, enemy movement, mining sites.

  • Assign ships to off-deck missions, tailoring their loadouts and crew before departure.

Mission types include:

  • Rescue Missions – Send medical-equipped shuttles to save stranded allies.

  • Mining Operations – Deploy cargo ships outfitted with extraction gear to gather resources.

  • Combat Engagements – Prepare and arm military ships for defensive or offensive skirmishes with hostile factions.

Each mission requires careful preparation:

  • Equip the right tools, supplies, and armaments

  • Assign appropriate specialist crew

  • Ensure the ship has sufficient fuel and maintenance

Choices made at these consoles have direct consequences on ship returns, resource availability, and the ongoing success of the starship's campaign. Missions can fail or succeed depending on how well-prepared the vessel was before launch.

VR-Specific Features

  • Hands-on interactivity – Pull levers, tap touchscreens, gesture to AI crew, or physically load gear via intuitive VR controls.

  • Immersive environments – Walk the deck, inspect ships up close, or manage from a high-up control tower.

  • Audio immersion – Radio chatter, engine hums, alarms, and ship takeoffs create a fully reactive world.

  • Dynamic pacing – Early stages are calm and methodical; higher levels throw emergencies, overlapping schedules, and moral dilemmas into the mix.

 


He-Man - The Most powerful game in the Universe

As with many of my other projects, I wore many hats during the production of the most powerful game.  My primary role was Creative Director and Designer.  I built the pitch deck in responce to an RFP for the project.  The deck included, a high level vision document, budget and project plan.  I was responsible for day-to-day interfacing with the Mattel and worked closely with their Producer and Brand Managers.  Early in the pre-production I focused on updating the game engine and established the quality bar by building and programming the initial playble of the game.  During production, I managed the development team of 4 programmers, 2 artist and part time level design and sound engineer.  I was also responsible for blocking and scripting 2/3rds of game's 35 levels.  During the beta phase, I worked closely with the testing team, marketing and our publisher, Chillingo.  We built the game over 10 months to much acclaim.  The game was a top downloaded paid game, and was awarded Apples Editor choice and All Time Favorites. 

Get it on:   ( iTunes | Windows | Android )




 

Shoulders Of Orion


The Dragon Scales - Realtime Tactical Combat

Target Platform: PC

Release Status: Prototype Only




Destructopus - Total Rampage

Role - Designer and Developer

Casual side scroller.  We wanted to design a game where the player control as a very large avatar ( relative to screen size).  We also wanted to deliver some social commentary, with humor, on the the state of the environment.  The game was built very quickly but we went through a long prototyping phase where we zeroed in on a core mechanic.  The game was small in scope but we wanted it to be ambitious in its design. As we pushed forward on the prototyping, we fell back to more and more standard game design idioms.  The game when through several major format changes and what we ended up with was very different hat the initial concept.  The game was very well received and had an amazing sense of humor and building destruction engine. 

Get it on:   ( iTunes | Windows | Android )


 

 

Star Marine - Infinite Ammo

 

Get it on:   ( iTunes | Windows | Android )

 

Implemented from a Proprietary Engine I wrote in C++ and Java (Helios 2). Physics used Box2D.

Top action game on Apple App Store listed by various publications (Slide2Play.com) and others.