Red Dead Redemption

Dates On Project

  • October 2006 - June 2010 (shipped)

Roles Held

  • Systems Designer

  • Technical Scripter

Content Worked On

  • Player & AI Point-based Animation/Interaction System

  • Gang Hideout content

  • Open World Ambient Event Spawning System

  • Open World Character Encounters (The Strange Man, etc)

  • In-Town Population Spawning & Scheduling

  • Persistent Thread Update System

  • Player Horse System

Reflections

Red Dead Redemption was my very first title in the industry, and what a milestone it was to cut my teeth on. I was incredibly fortunate to collaborate with a phenomenal team facing a massive, high-stakes call to action, which gave me the opportunity to own and drive some remarkably complex design challenges early on.

It wasn’t always easy—the scope was massive and the hours were demanding—but as an entry point into games, it set the baseline for my career. It forged a permanent foundation for my own executional bar, personal accountability, and high-standard delivery that I still carry with me today.