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I recently executed on a variety of iPad applications with the talented, agile team at Caravan Interactive, Brooklyn NY.
My development responsibilities included integration of RESTful web-services, creation of local & remote storage of user-generated video and photo content (UGC), low-level interaction with onboard cameras, user interface implementation, memory-management, asset integration, and making the team laugh with timely links to internet videos.
Given its reputation among 'hardcore' gamers, its IPO, its incredibly talented design roster and its cunning business tactics, I think I got as much experience and knowledge in one post-college work year as anyone could.
On Mafia Wars 2 (Facebook) I designed and created game content, made technical recommendations for new design tools, and was the only game designer to design and program my own feature. On Zynga Poker (iOS, Android) I designed new features concentrating on both user engagement (read: fun) and monetization (makin' dat money). I shared responsibility for business operations, built models to form expected outcomes of features in development, and conducted statistical analyses to verify the outcomes of features post-launch.
I organized weekly salon-style Zynga Game Designer lunches which included prominent talent from projects like Dead Space, Spore, Skate, Magic: The Gathering and NFL Blitz. I also got a nice scar playing in Zynga's 3-on-3 basketball tournament.
Danger Barrel was a video game company spawned from the hopes, dreams and sweat of a brilliant team of senior-year game design students at University of California, Santa Cruz.
In addition to my responsibilities in producing our one and only title, Stack & Deploy, I also spearheaded our efforts in securing 2nd place in the University of California, Santa Cruz's annual business plan competition.