maxis emeryville at electronic arts

In October of 2011, I had the opportunity to work on one of my favorite game series of all time, SimCity, at the Maxis Emeryville Studio. Here's a list of the games I have worked on at Maxis Emeryville:

SimCity: Cities of Tomorrow Expansion Pack (2013) (PC, Mac)

On the expansion pack for SimCity, I was the lead scripter and I oversaw several other gameplay scripters implement features, as well as work with the leads of other disciplines to ensure gameplay features were delivered and implemented in a timely manner. I had to ensure that new systems like SkyTowers and Maglevs worked with existing systems and did not disrupt the balance of the core game.

SimCity (2013) (PC, Mac)

On SimCity, I worked as a designer, scripter, and engineer on several features. I am most proud of the manufacturing system where players extract resources and send them to certain buildings to be crafted into more valuable resources. I also worked on some multiplayer features, including gifting resources and commuting, as well as polished many of the other simulation features in the game.

the sims division at electronic arts

In April of 2007, I joined the Sims division at Electronic Arts. I have worked on games for the Playstation 2, Wii, and personal computer. Here's a list of the games I have worked on at the Sims studio:

Sims 3: Pets (2011) (PC, Mac)

On Sims 3: Pets, I was a part of the preproduction team to help set up the Sims 3 codebase for simulated pets. This included updating all gameplay scripts and tools to make sure they correctly supported several different species of animals. I also helped iron out pipeline and animation issues relating to new species. During production I focused primarily on supporting horse gameplay including writing several socials, horseback riding, and borrowing horses. I also wrote the logic for supporting pets jumping on surfaces of various heights.

Sims 3: Generations (2011) (PC, Mac)

On Sims 3: Generations, I worked on a couple of socials, and the cane object which included new walk styles for elder sims.

Sims 3: Late Night (2010) (PC, Mac)

On Sims 3: Late Night, I worked on several features including elevators, apartment callboxes, electronic gates, the film career, paparazzi, and a lightweight traffic simulator to make the new downtown world feel more alive.

Sims 3: Ambitions (2010) (PC, Mac)

On Sims 3: Ambitions, I scripted several objects, new lot types, a new death type, and a bake sale simulator. Hopefully it's enough to keep sims fans entertained for a bit.

Sims 3: High-End Loft Stuff (2010) (PC, Mac)

In between World Adventures and the next expansion pack, I scripted three objects for the High-End Loft Stuff pack. These were the vibrating bed, corner bathtub, and electric guitar.

Sims 3: World Adventures (2009) (PC, Mac)

After SimAnimals Africa, I shifted over to the Sims 3 team to help them final their first expansion pack, World Adventures. I was mainly learning the systems, and helped fix various bugs relating to spawners, vacation worlds, foreign visitors, tombs, and of course scooters.

SimAnimals Africa (2009) (Wii)

I was a gameplay engineer tasked with providing most of the gestures for the game, supporting artists in creating three lots, and scripting several interactions, effects, and the feeding and (to a lesser extent) the ring toss mini games. My gestures were most notably used in the ring toss, petting, and drum mini games.

SimAnimals (2009) (Wii)

I was a part of a small team to that worked on the UI screens, controls, a goal system, a mii selection system, and multiplayer support. I added support for gestures, multiplayer, and some camera controls. The reviews were mostly negative, and I attribute this to ever changing designs, short product cycle, and lack of overall polish.

Sims 2: Castaway (2007) (PS2, Wii)

I learned flash and actionscript to help the UI team finish up adding screens to the game. I also worked on porting the UI for the game to use that newfangled Wiimote controller.