With over 20 years in the video game industry, I specialize in building progression systems, live-ops content, and player-driven experiences that drive engagement, retention, and revenue across mobile and premium platforms. From AAA publishers like Warner Bros. and Disney to high-growth mobile studios, I bring creative vision, data-driven design, and cross-disciplinary leadership together to ship high-quality games on time and at scale.
I’ve spent my career designing and running free-to-play mobile games, live-service events, progression systems, and meta-game loops that keep players engaged long after launch. At Warner Bros. Games, I designed event reward structures, live-ops missions, and engagement systems for DC Worlds Collide. At Kung Fu Factory and Disney, I led the creative and systems design for multiple titles, working hands-on with product managers, engineers, artists, and QA to deliver content that performed in the market and resonated with players.
I believe great games are built at the intersection of player psychology, creative expression, and live service strategy. My goal is always the same: create experiences that feel rewarding, fair, and exciting, whether someone plays for five minutes or five years.
My last day at Warner Bros. Games – San Francisco was December 19, 2025, and I’m now actively looking for my next opportunity in game development. I bring over 20 years of experience across Live Ops, progression systems, event design, feature specs, and player engagement for mobile and free-to-play games, and I’m seeking a similar remote Senior or Lead Designer role where I can continue building and operating great live-service experiences.
If you’re hiring or know of a team that could use a seasoned designer, feel free to connect with me on LinkedIn or reach out through the Contact page here on the site.

As we launch our poison-themed Season 6 with Swamp Thing, the team is firing on all cylinders delivering new Live Ops content. With some of my data implementation now delegated to our new designers, I was able to focus on improving how we build and manage seasonal content.
I created a Season Reference Sheet that consolidates everything needed to compose a full season into a single source of truth for Design, Art, Engineering, Production, and Product. When I noticed discrepancies caused by uncommunicated economy updates, I took it a step further by automating data imports into the sheet — eliminating errors and keeping every team aligned.
Download DC Worlds Collide now on Android and IOS to check out Season 6 featuring Cheshire, Doctor Poison, and Swamp Thing!

Nearly two months after our global launch, it’s an incredibly exciting time for the team as we kick off Season 5 with Peacemaker. We’re ramping up fast and welcoming new designers to help drive our Live Ops seasons, including our Epic and Legendary Events.
To make onboarding smooth and keep everyone aligned, I created a suite of How-To documents covering the implementation of our core Live Ops systems — including Battle Pass, Bingo, Contextual Offers, Gacha, and more. These guides give the team a clear, consistent playbook for building and running high-impact events. You can find all of the DC Worlds Collide How-To documents now in the Instructions section.
Download DC Worlds Collide now on Android and IOS to check out Season 5 featuring Judomaster, Vigilante, and Peacemaker!

With our global launch right around the corner, we're kicking off Season 4 featuring none other than Superman, and the model is straight from the new movie by James Gunn! We’ve also begun work on an exciting new feature called the New Epic Character Event (NECE), which will replace our existing Epic Bingo Events and drive deeper engagement and monetization through more character-centric missions.
While the initial feature spec was drafted by another designer, I’ve been brought in to lead the feature through release and ongoing iteration. In partnership with our PM, I review analytics to identify which KPIs need improvement, and I created an NECE Design Diary to track progress and keep Art, UI/UX, Engineering, Production, and QA aligned as we move forward.
Download DC Worlds Collide now on Android and IOS to check out Season 4 featuring Guy Gardner, Mr. Terrific, and Superman!

We’re about six weeks from our global launch alongside Superman on 7/11/25, and we’re kicking off the Creature Commandos season with one of my personal favorites — the radioactive sociopath Doctor Phosphorus (voiced by the incredible Alan Tudyk).
For this season, I partnered with our PM to tackle a major engagement issue with our 7-day Bingo Events, where most players were finishing in just 2–3 days. Our goal was to extend participation to 4–5 days without increasing frustration. I authored a Bingo Improvements spec that rebalanced rewards and mission structure using player data, encouraging consistent play while still giving latecomers a viable path to completion.
The results were immediate: players now engage for the full target window, and we saw a meaningful lift in monetization as more players invested in completing higher-challenge acquire and upgrade Gacha missions.
Download DC Worlds Collide now on Android and IOS to check out Season 3 featuring Weasel, Doctor Phosphorus, and The Bride!

One of Panda Pop’s biggest problems is that even with the occasional introduction of challenging Obstacles to overcome as well as special Boosters and Power Ups to help players overcome them, the bubble popping gameplay eventually becomes redundant, not only because players have no special objectives to chase but also because there is no meaningful meta with which to engage.
In order to bolster Panda Pop’s D7+ Retention and overall Engagement, this spec details a Rules Based Events (RBE) system that encourages early goal formation by offering a wide range of Daily and Weekly Objectives players can accomplish for exclusive rewards including Costumes and Accessories for their Character(s) as well as a huge array of Decorations players can use to decorate their Panda World.
Click the image to check out my Jam City Panda Pop Assignment!
After 11 1/2 glorious years at Kung Fu Factory, I'm actually looking for work! So I'll be busy with that for the coming weeks, dusting off the resume, going on interviews, lying my ass off; you know, standard stuff.
I'll also be posting a ton of content for an unreleased Disney project I served as Creative Director for as soon as it's legally safe to do so.
(09/18/23) EDIT: I have updated the Clarkive to include a ton of my work on a match-3 project I was really excited about that unfortunately got shelved; it's codenamed Disney Puzzleverse.
During my tenure at Kung Fu Factory, I've been fortunate enough to have worked with some of the best companies and IPs like WWE and NBA as well as Sony's Hotel Transylvania and Nickelodeon's SpongeBob Squarepants. I've also gained a tremendous amount of industry experience across a wide variety of different disciplines including Designer, Lead Designer, Live Ops Manager, Product Manager, and now QA Lead!
Today I assigned my first Test Runs to our Quality Assurance team for Legends Reborn: Age of Chance. I had already created a couple QA best practices docs after seeing significant testing deficiencies as part of my ongoing effort to improve company processes, so this move made sense, as I've always been the go-to guy KFF could count on to plug in anywhere for success.
Make sure to check out my KFF QA Testing Guidelines & LRB Testing Recommendations!
This brief details potentially low cost improvements that can help make the Puzzleverse prototype really shine, including brand-centric elements like Cutscene Text and Leader Ability Videos as well as other Audio, Visual, and UI/UX Enhancements. These are merely suggestions to add some real pop to the prototype and help secure funding, none are required to complete the gameplay experience, and all parties should prioritize core elements above all else.
It's important to know your stakeholders and what they are looking for in something early on like a prototype so they can get internal sign off. While a developer would normally not even bother with prototype polish on their own dime, when it's Disney, it's all about brand flavor. It's about showcasing their characters in an exciting way while telling a great story.
It's also about knowing all the rules in place of what can and can't be done. An example of this is not being able to use a character like Mickey to explain tutorial concepts. He can deliver narrative during a cutscene, but if a certain step requires exposition to teach a new mechanic, use a hand pointer or arrow.
Click the image to check out my Prototype Polish Improvements!
This brief illustrates all the elements that will comprise the three (3) Levels we are working towards for this prototype, including board size and background(s), Guardians, Bosses, and Enemies along with all their Ability information, as well as detailed information on all Boosts and Blockers needed including the newly introduced mechanics from the latest TMU Regal build.
In tandem with this wish list will reside all the RPG synergy concepts we aim to teach in an Ability / Counter format. Lastly, this document will call out any new art assets that need to be commandeered from DMV (if applicable) or created from scratch including but not limited to Boost / Blocker sprites, status effect icons and VFX.
Click the image to check out my Puzzleverse Prototype Plan!
Anyone who's worked for or with Disney knows a great deal of the production process is about adhering to standards and practices as well as knowing the process to get things approved.
Now that we have an idea of what our story is about with the Objects of Power idea detailed in the Proposed Narrative doc, and we also know what buildings will be involved per the Building Brainstorm doc, it's time to start drafting up the What If docs for each building.
This What If brief chronicles all the important Disney brand-related information for the Castle including Key Traits, Stellar Influence, and Divergent Point, as well as pertinent Notes.
Click the image to check out my Puzzleverse Castle What If or check out all What Ifs HERE!
This doc contains all pertinent information for the buildings found in Disney Puzzleverse including the Object of Power each is grown or built from, a criteria checklist to verify each building makes sense from several standpoints including Narrative, Gameplay, and Brand as well as a Building Layout Reasoning guide detailing the level unlocks for each building and why.
It also stresses that the base and its buildings should look seamless in its construction; it shouldn't look like a bunch of puzzle pieces snapped together, which will be quite the challenge!
Click the image to check out my Building Brainstorm Spec!
For each project, I try to research the source material as much as possible. In the past that has included watching every single episode of SpongeBob Squarepants and Breaking Bad as well as all three Hotel Transylvania movies. This is no exception, as I took a crash course tour through the Magic Castle, watching at least two dozen Disney films before brainstorming.
This doc proposes several narrative directions for Disney Puzzleverse and delves deeper into the top contender "Objects of Power" where players must secure items of immense power from across the Mirrorverse before they fall into the wrong hands!
Click the image to check out my Puzzleverse Proposed Narrative!
This doc illustrates the nine buildings included in the Disney Puzzleverse base, the ways each can be unlocked and upgraded, and the many different purposes they serve to grant the player many quality of life improvements.
While this builder (and all its current functionality) will be branching from NBA Ball Stars, we are also considering what other competitive products like Call of Antia have done while also determining what buildings (and functionality) this game will need to be on par with competitors and support the unique gameplay additions.
Click the image to check out my Puzzleverse Builder PRD!
My goal for the Puzzleverse prototype is to craft ten levels of increasing difficulty to prove the changes we are making to innovate on the Empires & Puzzles match-3 battle gameplay:
This spec contains all the elements that will be in the Prototype build including menu screens, the puzzle board components, characters and enemies, level designs, and more!
Click the image to check out my Puzzleverse Prototype Spec!
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