I have 3.5 years of experience working at Meta4 as a designer, including work in Unreal Engine 4/5, Unreal Engine for Fortnite, and Fortnite Creative as game designer and technical designer. I also have experience with world building, narrative design, level design, and writing. At Meta4 we worked directly with Epic and our projects were included in the UEFN release showcase. I was lead designer on one project and worked on 7 game projects in total.

I was lead game designer on Space Heist, a team-based shooter project that also involved designing a new device, the Player Marker, that was released to the entire Fortnite community. I worked closely with our technical team to make sure that all of the options exposed to Creative players were intuitive and powerful.

I did narrative design and scriptwriting for The Phantom Ship, a coop horror experience that was showcased by Epic as part of it’s Unreal Engine for Fortnite launch reveal.

The companies current project, RU1, involves creating customized and personalized party islands for Fortnite and Roblox. I helped develop the initial working prototype in Fortnite Creative, working collaboratively with the CEO to nail down a complex game flow and novel UX.

I also did level design on multiple projects. For RU1 Space Station I built a space wreck themed death run with traps designed in Sequencer that really sharpened my Unreal Engine skills.

On RU1 Spies I did core level, enemy, and objective design for one of the main missions, as well as game and level design for the hacking segments throughout the experience.

My pre-prod and prototyping of the core game experience on RU1 Zombies, finding the limitations of zombie AI used throughout, made production much smoother for everyone.


During my three years at Meta4, the team grew from 3 to over 20, so I handled multiple roles throughout development. While my title was game designer, technical design was a core component of my work. I scripted enemy encounters, minigames, randomized loot spawning systems, and worked with our programmers on new device designs. I also frequently worked to communicate the design teams requirements more accurately to the programmers, and relay their technical needs back. I also took extensive time building out and organizing the Miro and maintaining and pitching design documents to Epic.

    I started at Meta4 working directly with the CEO to prepare presentations to Epic on future design directions for Fortnite Creative. We identified pain points as users and proposed solutions; one of them, a full UI redesign of the discovery and access system for all player-made experiences, was later adopted by Epic.



I often find myself taking on tasks that support the whole team. I maintained a spreadsheet of upcoming features and additions to Fortnite Creative, sifting through Epic’s roadmaps and reading internal documents to help our team keep track of useful changes. I wrote complex Photoshop macros to screengrab all the Fortnite item icons so we could use them in Miro to design classes and loadouts. I created a spreadsheet with all the stats and images of enemy AI so we could coordinate stats changes. When we first started working on Roblox, I did market research and presented a profile of Gen A so we could understand their tastes and preferences.


I am a systems-focused designer who believes in doing research and presenting my team with a range of options to discuss. I am also a player advocate, pushing for quality of life additions, adding fun surprises, and making sure general UI/UX flows smoothly. I was generally in charge of items and economy on every project, as I had spent a while familiarizing myself with what guns and consumables players enjoyed the most. When we needed a spreadsheet to help balance resource acquisition rates, I made one.
Mark