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Developed in proprietary software using



Technical Game Designer

February 2021 - April 2022


In a ravaged civilization, where infected and hardened survivors run rampant, Joel, a weary protagonist, is hired to smuggle 14-year-old Ellie out of a military quarantine zone. However, what starts as a small job soon transforms into a brutal cross-country journey. Includes the complete The Last of Us single-player story and celebrated prequel chapter, Left Behind, which explores the events that changed the lives of Ellie and her best friend Riley forever. 

In the development of The Last of Us Part I, I primarily owned the Left Behind chapters which make up over 2 hours of playtime. At times I also acted as a support role on other chapters including Lakeside Resort and Tommy's Dam. Designers on this project were largely the producer and director for their chapters, which is to say it was my job to ensure that Design, Environment Art, Animation, Cinematic, and Lighting deadlines were all met by not only getting my work done but also identifying work for and supporting the work of many different disciplines of artists working on my assigned chapters.

In addition to my content work, I also worked on: Accessibility features, function libraries, and repeat interactable objects.

Primary Contributions

  • Owned "Left Behind" segment of game with over 2 hours of playtime.

  • Supported on "Lakeside Resort" and "Tommy's Dam"

  • Supported on combat encounters

  • Scripted gameplay, AI, and progression logic for owned chapters

  • Supported animation, VFX, lighting, and environment artists. Worked directly with them on identifying and completing their tasks.

  • Scripted animation blends into, between, and from every IGC (in game cutscene) in owned chapters.

  • Scripted logic and frame by frame visibility for all assets in real-time cinematics (unique from IGCs)

  • Managed runtime memory—Ensured loaded assets at any given time stayed within memory limits

  • Hand crafted nav-meshes, follow spines, POI's. Scripted AI behavior

  • Heavily updated set pieces including Halloween Store, Brick Master mini game, photo booth.

  • Worked on accessibility features including enhanced listen mode, lock-on-aim, arc-throw-lock-on, navigation assistance, traversal cues

  • Implemented updated ladder and plank placement

  • Created script function libraries for in-house LISP offshoot.

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