Design, Code, Levels, HistoryI'm Grif, a Principal Technical Designer, and amateur historian. I've been making games professionally since 2015 and modding/making levels since 2001. I've been incredibly fortunate to work with amazingly talented folks on games like Titanfall 2, Apex Legends, and an incubation project at Respawn. I'm currently at Gravity Well working on a new project with old friends.
Some of my notable work includes:
I've tackled everything from characters, combat loops, game modes, and enemy AI to level design, scripted sequences, procedural tools, historical/cultural research, management, and hiring pipelines. I enjoy highly-collaborative work cultures that promote autonomy, ownership, and accountability. |
Featured MediaWired Magazine (2019) - Mo Alavi and I discuss the Apex Legends launch characters. He covers narrative, while I cover gameplay and systems design.
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Games
Unannounced Titles: Since 2020, I've worked on two Unannounced projects:
- A new IP incubation project at Respawn Entertainment (2020 - 2023)
- An active project at Gravity Well Games (2023 - Present)
Personal Projects
Level Design
Dod_Husky - 2009 (Day of Defeat: Source Level)
Role: Sole Developer/Level Designer
Key Work: Built level using game's existing art assets
Role: Sole Developer/Level Designer
Key Work: Built level using game's existing art assets
Programming/Systems Design
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Outlaw Mod - 2024 (Vintage Story Mod)
Role: Sole Developer/Programmer Key Work: Expanded AI Perception and Behaviors |
Natural Trails Mod - 2024 (Vintage Story Mod)
Role: Sole Developer/Programmer Key Work: Implemented Dynamic Trail Creation |
Brutal Story - 2024 (Vintage Story Mod)
Role: Sole Developer/Programmer Key Work: Networked Blood and Hit Feedback |
Student Projects
Shadow Tag - 2015 (Split-Screen Multiplayer First-Person Shooter)
Role: Sole Developer
Key Work: Design, Programming, Modeling, FX, Writing, Showtunes, and Bad Voice Acting
Role: Sole Developer
Key Work: Design, Programming, Modeling, FX, Writing, Showtunes, and Bad Voice Acting
The Lift - 2013 (Top-Down Horror Game)
Role: Sole Developer
Key Work: Design, Programming, Art, FX
Role: Sole Developer
Key Work: Design, Programming, Art, FX
The Lift - 2014 (First-Person Horror Game)
Role: Game Designer
Key Work: Systems Design, Level Design, and Gameplay Scripting
Role: Game Designer
Key Work: Systems Design, Level Design, and Gameplay Scripting