For me, creating a successful idea starts with knowing the limitations, and then pushing those boundaries.
I focus on turning obstacles into opportunities, making memorable experiences, and maximizing repeatable content.
Concept & Iteration
Quick iteration and dispassionate self-critique help me produce better content.
Communicating design decisions and deliverables in Word & Excel Docs, Greyboxing, well-documented scripting code, and visual layouts.
I take an active role in time management and encouraging positive collaborations.
Being accountable for self-teaching, sharing best practices, and lending a hand is not only how I ship great content, but how we all can succeed.
Review & Ship
"Fun, functionality, and then polish" is my priority before reviews, and it is my criteria during reviews.
Incorporating lessons learned during the review process immediately changes my brainstorming, planning, and iteration workflow afterward.
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, instead of repeating everything you've already seen in my resume.
Design Methodology GIF
QUALITY & QUANTITY
I have two specialties that may seem incompatible. I make epic, meticulously crafted experiences, and I can plan, implement and review massive amounts of content with an eye on which experiences need to be the "polished showpieces", which are the extremely addictive premiere experiences, and then how to make the majority of the remaining content high in quality, but low in budget & bugs.
I was the creator & owner of all of the "Epic" content, spearhead & principle designer of all repeatable content, and created or co-created all 6 Single Player campaigns.
City regions in AOEO (Age of Empires Online) had challenges that combat maps did not.
City regions did not support C# scripts, so over three years I implemented thousands of triggers via drop-down menus. I believe I had about 6 bugs relating to 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 likely has less than 40 unique assets. Rotating buildings and re-using humans are just examples of methodology. But telling a narrative can give believability to game mechanics, tech tree unlocks, and even a city with heavily re-used assets.
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.
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" by myself.
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.
This title has not shipped yet, but the depth of understanding I gained in game design architecture, project management, and programming has 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.