Representative Projects
Mobile & Online Game Production
Producer, National Geographic's Deepsea Challenge by My Evil Twin (2014)
National Geographic's Deepsea Challenge follows you, a young submarine pilot, as you push the limits of your sub and your skills to reach some of deepest trenches on Earth. The journey is inspired by James Cameron's recent expedition and 3D documentary James Cameron's Deepsea Challenge 3D.
Built in partnership with National Geographic and the Woods Hole Oceanographic Institute, this game was truly an enriching experience to produce. Throughout the course of research and design, we spent hours with submarine pilots and engineers to bring the real-life challenges and dangers of deep-sea exploration to our audience.
My most notable contributions to Deepsea Challenge were the project management and process administration, level and creature design, portions of game design, underwater physics design, QA Lead and in-game economy balance.
Producer, Expansions and Sequels to W.E.L.D.E.R. by My Evil Twin (2013-2014)
W.E.L.D.E.R. is a brain-bending word game that was named both "iPhone Game of the Week" by iTunes and "iPad Game of the Year" by Huffington Post, AP, Yahoo! and more.
My Evil Twin has brought me on for several updates to their hit game W.E.L.D.E.R. over the past year. Most recently, I designed 15 new levels for the original W.E.L.D.E.R. game, doubling its length and greatly increasing its difficulty.
In 2013, I managed the full-cycle production of W.E.L.D.E.R. EDU, a cross-platform, educational version of the game built in Unity 3D for iOS and Android tablets. Aimed at the 5th to 8th grade reading level, the design process involved heavy iteration and playtesting with middle school children.
Producer, Maze Crusade by My Evil Twin (2013)
Maze Crusade is a heart-pumping romp through 9 unique and ever-changing maze worlds, casting spells, battling evil creatures and matching-3 to earn boosts as you go!
As Producer for Maze Crusade, I helped solve design issues, wrote creative copy for promotional materials, prioritized bugs and improvements, wrote test-plans, and assisted with the creation and management of advertising campaigns through several services.
Producer, Words with Friends, Zynga (2011-2013)
Words with Friends was named the "#1 Free Game of All Time" by iTunes!
On Words with Friends, I managed the day-to-day operations for multiple pods spanning seven platforms, most notably iOS, Android, and Facebook.
My highest priority was the successful monthly release of feature updates on each platform. Therefore, my role included heavy coordination with Project Managers, Designers, Artists, Marketing, QA, Dev Relations, and countless other teams in and outside Zynga.
Producer, FarmVille iOS, Zynga (2011)
If you had to Farm on the go, FarmVille iOS was your ticket!
On FarmVille iOS, I managed a team of four remote developers and five in-house QA. The main challenge was to maintain stability given the daily updates to the Facebook version of FarmVille, with whom we shared a backend; a mobile and a Facebook game sharing servers was a first for Zynga.
Our primary goal was including as many new features from the Facebook version of the game as possible and including special features for the mobile audience in each of our monthly updates.
Associate Producer, PoxNora, Sony Online Entertainment (2008)
PoxNora was a game for the truly hardcore gamer: an online mash-up of turn-based strategy, virtual collectible cards, all played on beautifully-drawn fantasy-themed maps.
Though I started as QA focused on game balance after the initial PoxNora release in 2006 by Octopi Games, I returned as Associate Producer after the studio's acquisition by Sony Online Entertainment.
My main focus was managing PoxNora's Art and Design pods, along with overall office management.
Project Management
Co-Founder, Downhill Dragon Clan LLC (2008-2011)
After racing downhill longboards professionally for several years, two team members and I pooled our designs, business sense, and $15,000 to create a company with one mission: build the fastest, stable and most agile downhill skateboarding trucks on the market. We called the Munkae Trucks.
The Munkae Trucks race team has seen many podiums around the world, and our products are widely considered to be some of the best in the world.
Until turning management over to another partner in 2011, I ran the day-to-day operations, including sales, accounting, shipping, customer service and contracting.
Project Engineer, Triumph Builders (2007-2008)
My first project for Triumph Builders was the $14.1M Mental Health Outpatient Clinic for the Tucson VA Medical Center.
My role was comprised of creating, processing and organizing 1000+ product submittals to ensure compliance with government and hospital standards, and handling daily communication with the VA's Project Managers.