I focus on turning obstacles into opportunities, making memorable experiences, and maximizing repeatable content.
Concept & Iteration
Rapid prototyping, brutal self-critique, and open-minded collaboration with teammates are my methods to successful
Accountability for self-teaching, sharing best practices, and lending a hand is not only how I ship great content, but the best way I can support my team.
Review & Ship
"Fun, functionality, and then polish" is my priority.
Incorporating lessons learned during the review process immediately changes my workflow loop and productivity.
SHOW, NOT TELL:
I believe you can see the scope of accomplishments in my resume.
You know the day-to-day challenges, and you can infer that I've faced them too.
I want to help you to see how I think and what I can provide by walking through my examples.
Design Methodology GIF
QUALITY & QUANTITY
I have two specialties that may seem incompatible. I make epic, meticulously crafted experiences, and I produce massive amounts of content. I do this by ruthlessly stopping the urge to nitpick, and I stay focused on chipping away the high severity goals until I begin setting time aside for polish.
City regions in Age of Empires: Online did not support C# scripts. Throughout 3 years of development I implemented thousands of triggers via a ponderous drop-down menu. I believe I had about 6 bugs relating to those triggers in over 3 years.
Because of our game's incredibly low min. spec. requirements I had to re-use assets in city maps. The picture above has 40 unique assets. For me, rotating buildings and re-using characters is not how I made a city look varied. I "created a story" in every zone where your eyes could rest.
Soldiers practicing arms. Throngs of citizens around temples and fish markets. Neighborhoods and daily activities that you'd assume a vibrant ancient city would have.
I am truly believe that "Designing through Narrative" is my most valuable asset.
After GPG (Gas Powered Games) went out of business, I decided to learn C# programming and the Unity game engine. I created a 4-player offline Co-Op game called "Monster Mash" as a solo project.
Although my game will be very different in design and theme, I am very upfront that the core game mechanics are a clone of "Overcooked" by Team 17. I knew that if I wanted to develop a title as a solo developer, I needed technical requirements that could produce a lot of fun gameplay from a small list of game mechanics.
I gained a new understanding in game design architecture, how to support and communicate with programmers, and this project fundamentally changed my design process for the better.
And it all started with a tiny ball with a collision box...
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.
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 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.
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.