I’ve designed games for fun since the 1970’s, but didn’t turn pro until 1995 when I was hired as the lead engineer on Tom Clancy’s SSN, a submarine simulator.  The success of SSN led to the founding of Red Storm Entertainment.  Besides being the creative director at Red Storm, I was also the lead designer and lead engineer on Tom Clancy’s Rainbow Six. I  followed up the success of Rainbow Six by designing the ground-breaking military shooter Tom Clancy’s Ghost Recon.

In 2002 I left Red Storm to join PlayStation’s Santa Monica Studio as a senior game designer.  In my 14 years at Sony I guided numerous third-party games through the console development process, including Fat Princess, Warhawk, Sorcery, Escape Plan, Everybody Has Gone to the Rapture, Bound, and Here They Lie.  I left Sony in 2016 to go freelance.

I’ve served on the advisory boards of both the NYU and UC Santa Cruz game programs, and I regularly give design talks at universities and conferences.  I also write books.  In 2015 I published The Aesthetic of Play, exploring the relationship between play, story, and meaning.  In 2016, I contributed a chapter on horror game design to Level Design: Processes and Experiences.  And I’m currently working on a new book about non-interactive play.

View my resume.