Santa Monica Studio




Technical Game Designer
May 2019 - Present
God of War Ragnarök
2019 - 2022
Post graduation from DigiPen I started an intern position at Santa Monica Studio as a Technical Designer for levels. This lasted from May 2019 - August 2019 before I started as an Associate Technical Designer following the internship! During the course of my time at Santa Monica Studio, I have been apart of the Systems/Tech Design team who are responsible for: the implementation and ownership of level mechanics, smaller narrative gameplay moments, the tuning of puzzles, larger one off set pieces, and is generally the bridge between most up and downstream teams.
Highlights from my time on Ragnarok include: working on Raven Portals that moved Atreus from one realm to another seamlessly in gameplay and cinematics, puzzle tuning for Axe Reflect and gameplay mechanics for Hive blockers and setups throughout Alfheim, owning all doors and blockers for the entire game, and being the primary point of contact for interactions and character sync tech.
Additionally, I also implemented and oversaw: all narrative gameplay moments in Alfheim, including the Hafgufa release and all of Tyr's one off actions, set pieces in Svartalfheim including the boat alarm intro to Nidvallierthe Tyr Prison Door that intros Tyr, and set pieces and narrative moments in the first Asgard visit where Atreus climbs the wall and rides with Heimdall to Odin's house.
God of War Ragnarök: Valhalla
March 2023 - September 2023
I assisted on the development of God of War Ragnarok: Valhalla during the main production and closing out of the project. On it, I iterated and implemented the entire gameplay flow of the DLC. While implementing the gameplay flow, I also fixed dozens of critical progression blocking bugs that were preventing the team and directors from playing through the project, within the first week of joining the project. By fixing these progression blocking issues, directors and the team at large were able to playthrough and begin to evaluate the project as a whole and start to recognize where improvements needed to be made. Additionally, I implemented more gameplay narrative moments and saw them through from initial implementation through to final shipped product.