Alternate Reality Gaming is a growing genre of pervasive games in which participants interact with an imaginary world within a real world space, uncovering a story through multiple means of communication and media. The games tend to be highly collaborative which make them excellent alternatives for team building exercises, viral marketing events, and promotional entertainment. Having been heavily involved with the genre since its inception in 2001, I am uniquely positioned in the genre with four years practical experience, academic theory, and a complete fascination with the possibilities of this innovative form of entertainment.

Previous Experience SMB: Missed Steaks was designed for a corporate training experience. As the game designer, it was a great challenge to create a fun but serious situation.
  Fifth Son has been a 'baby' of mine for two years. Though the project is on hold in favor of others, the successes and failures in the project have been a significant part of my growth as a game designer. It also highlights a slightly different direction of the genre that is highly applicable to many other applications.
  Metacortechs was a very successful experiment in working with an existing property (the Matrix Trilogies) in order to look at the promotional possibilities and constraints of creating a world that doesn't collide with the original works.
  Lockjaw was the first independent Alternate Reality Game and established my love of this sort of work.
  Etc... with four years experience in the genre, there's been more than just game development work including resources that support the player community and offering my time and energies to other developers.
   
Current Research ARGitect (working title) is a great tool that, we hope, will enable training teams across the country to build collaborative training games with little time and effort on their part. After selecting an appropriate story that was preformatted for the ARGitect tool, trainers will be able to select various parameters such length of play, available communication forms, and the number of participants. The program will then work its magic and output a gaming scenario that the trainers can then examine and, if necessary, further modify by adding their own content and fine tuning the parameters and content choices. ARGitect will then help the trainer by providing players with an interactive story experience as well as providing the trainer with information on the players' activity levels so as to assure that the desired training results are being met.
Mobile technologies are ideal for creating pervasive experiences. From guiding users to predetermined locations to allowing users instant communications on the go, the possibilities are nearly endless and so very exciting. In conjunction with the Mobile Technologies Group at the Georgia Institute of Technology, I am exploring multiple user interaction, mobile gaming, and broadband entertainment through mobile devices, primarily cellular phones.