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Spawned from the desire to re-purpose technology from the super ambitious but critically recieved Spore, we aimed to respond to criticism by making Darkspore an accessible, co-op, hardcore game that was a game first and creative tech second while letting the community from Spore use their game tools to assist in product development. Production choices usually had to be made to favor the characters and enemies over the levels, story or campaign progression. Redesigning levels to patch the holes left by features cut to fit deadlines was common but working with Maxis was amazing, felt very democratic and I learned the true value of customization in good game design.