I focus on turning obstacles into opportunities, making memorable experiences, and maximizing repeatable content
Concept & Iteration
Rapid prototyping, self-critique, and open-minded collaboration with teammates are my methods to successful designs
Self management, sharing best practices, and lending a hand to teammates produces the best content for our fans
Review & Ship
Incorporating lessons from the review process immediately changes my workflow loop, without losing track of fun
SHOW, NOT TELL:
I take what I call "a narrative approach" to all aspects of game, systems, and level designs. You can tell a story to players and keep them invested with any aspect of our games.
A dangerous looking doorway can warn players, but it can also build tension that turns out to be a red herring. Strong interdependent systems and tuning can teach players how best to use a weapon, vehicle, or ability without saying a word. My game designs and level designs aim to keep the fun fresh and always intriguing, and my "narrative" thought process is what drives that implementation.
QUALITY & QUANTITY
I have two specialties that may seem incompatible. I make epic, meticulously crafted experiences, and I produce massive amounts of content. I take my passion for being a team player in the long-term goals of the design team, and I choose when to dig down for the polish on special content.
"Making a lot from a little"
I did my best to make a lot of quality content that retained players over the years by leveraging proprietary tools to create hundreds of maps and missions.
The city map for the entire city of Carthage used just about 50 individuals assets. Creating little scenes such as fishmongers & merchants selling to meandering crowds, deadly arena pits, soldiers at arms practicing, and activity from naval vessels hid the fact that the entire city reused assets again and again.
'Monster Mash' is a clone of "Overcooked" by Team 17, where you play an assistant to various mad scientists in creating their monsters. I loved 'Overcooked', but this game focuses on giving players options to change their situation and take multiple risk/reward choices, instead of having static negative reinforcements
This shift in game design from Overcooked, would be combined with level designs perfectly suited for this type of game. Evil Lava Lair, Moon Base, Undersea Chasm, all of these would have level mechanics that synergize with theme, visuals, and the mad scientist personas.
CEO / Creative Director
Gas Powered Games
If I were to describe Brian in a single word, I would say it's passion. In all my years of designing games, passion is the heart and soul of what it takes to make a truly world class game, and Brian exemplifies this beautifully.
He works to the bone, until the job is done better than could be expected in the time allowed. His insight into people and leveraging their motivations into rewarding experiences can be seen in everything he touches.
Brian embodies fanatical passion about the design, development, and socialization of games. His natural talent to dissect, learn, adapt, combine, and reinvent the systems that make games, and the gamers who play them, have benefited us greatly.
He explored new territory, and fed his discoveries back into the levels and mechanics he built for the team. If you seek someone to fearlessly blaze a trail into the future of gaming on your behalf, hitch your wagon to Brian, and prepare to be amazed at how quickly he can cover ground.
Senior Game Designer
Machine Zone Inc.
Brian is an extremely passionate and driven designer. After jumping straight into the Design trenches of Age of Empires Online (AOEO), he immediately undertook major responsibilities that required immediate mastery of new skills and tools.
Brian met such high demands through dedication, passion, and plain hard work.
His ability to receive and act upon constructive criticism led to the contribution and shipping of dozens of high-quality missions in AOEO.
Brian is an incredibly dedicated, hard-working individual who puts a profound level of detail and quality into his work. One thing I admire about him is his consideration for the player at the other end of the controller. It may sound commonplace for designers, but I have found not all designers remember this.
He dedicates himself to the project and the industry like no one I know, and he works hard to find the "fun", which is invaluable.