About

Twenty Years of Making Games

I’ve worked on nearly every side of making games: art, level design, game direction, studio leadership, product UX, and running my own studios. Level design is at the heart of it. It’s the most fun, challenging, and rewarding part of game development, where the rubber meets the road.

I started at GarageGames in 2002 as an art intern and spent the startup years as its only full-time artist and designer, covering game art, level design, and the company’s web and marketing design. As the team grew I specialized in interactivity, level design, and art direction, and was design lead on Marble Blast, the franchise I’m still best known for. From 2007 I was game director and then VP of game development, leading the internal team through the launch and live development of Fallen Empire: Legions, ThinkTanks Online, Marble Blast Online, and Rokkitball as the company moved to games as a service.

In 2009 I joined Playdom as an original member of its Eugene studio, which became part of Disney Interactive and grew from 3 people to more than 40. As head of game design I led the team behind Social City, which won the Game Developers Choice Online Award for Best Social Network Game in 2010, and was design lead on Disney’s City Girl, which I talked about at GDC 2013 in “Making a Better Girl Game.” I also did level design on Marvel Avengers Alliance Tactics, where every map had to evoke an iconic location from the Marvel Cinematic Universe. (Who doesn’t want to fight MODOK on the moon?) Disney taught me the value of IP, and to see my designs as part of a larger legacy and an emotional journey for players.

From 2015 to 2017 I was design lead at Sococo, bringing a game designer’s sense of space and presence to tools for distributed teams.

Today I run two studios. At Arcturus Interactive, which I founded in 2018, I’m creative director on Airship Armada, a hex-based tactics RPG, and consult on game design, UX, and monetization. At The Marble Collective I lead design on the Marble It Up! franchise across Switch, PC, Apple Arcade, Xbox, and PlayStation.

Timeline

  1. 2018–present

    Founder / Creative Director

    Arcturus Interactive

    Airship Armada, a hex-based tactics RPG in development. UI, UX, gameplay, and monetization consulting for clients including Welo, Aventurine Capital Group, and The Engine Co.

  2. 2017–present

    Founder / Game Design Lead

    The Marble Collective

    Marble It Up! (Switch, PC), Marble It Up: Mayhem! (Apple Arcade), and Marble It Up! Ultra (Switch, Xbox, PlayStation, PC). Designed and built 100+ levels.

  3. 2015–2017

    Design Lead

    Sococo

    UX and UI for a presence and communication tool for distributed teams, built around a shared virtual office map.

  4. 2009–2014

    Sr Manager, Game Design

    Disney Interactive Social Games (Playdom)

    Head of game design and an original member of the Eugene studio, which grew from 3 to more than 40 people. Team lead on Social City, winner of the Game Developers Choice Online Award for Best Social Network Game, 2010. Design lead on Disney’s City Girl. Level design on Marvel Avengers Alliance Tactics.

  5. 2007–2009

    Game Director / VP, Game Development

    GarageGames / InstantAction

    Led the internal team through the launch and live development of Fallen Empire: Legions, ThinkTanks Online, Marble Blast Online, and Rokkitball, and through the move to games as a service.

  6. 2002–2007

    Senior Artist / Level Designer

    GarageGames

    Design lead on the Marble Blast franchise. Sole full-time artist and designer during the startup phase, covering game art, level design, and web and marketing design. Specialized in interactivity, level design, and art direction as the team grew.

  7. 2001–2003

    Technology Tutor

    Center for Educational Technologies, University of Oregon

Skills

  • Level design
  • Game design
  • Creative direction
  • Prototyping & playtesting
  • Live content design
  • UX/UI design
  • Art direction
  • Design documentation
  • Team leadership
  • Monetization design

Tools

  • Unity
  • Torque
  • Unreal Engine Blueprints (learning)
  • Figma
  • Adobe Creative Cloud
  • Maya
  • Git & GitHub
  • VS Code
  • Claude Code

Education

  • University of Oregon

    BS, Art: Multimedia Design · 2003

  • Montana State University

    Coursework · 1998–2000