Marc's career in games started in 1999 when he was recruited by the EA Academy while pursuing a bachelor's degree. He spent two summers interning as a game artist at the Redwood Shores HQ studio and subsequently accepted an offer for a full-time position. Within a few years he worked to migrate from game artist to game designer. At EA he experienced three generations of game console development as well as PC, contributing to several major titles including 007: James Bond: Everything or Nothing, The Sims 2 and Godfather: The Game.
After 5 years working with EA Marc decided it was time to experience other projects and development models. He was a key level designer for Eidos' Tomb Raider: Legend, worked as a senior game designer for Factor 5's LAIR and and later worked with other studios pursuing several experimental game projects. Marc worked as a lead designer on a casual MMO startup project called Arcadia and as a Creative Director at a casual game startup called SGN. In 2009, Activision offered him a position as Lead Designer.
After a decade-long career making games, Marc decided to "go indie" for many of reasons, the main one being, he wanted a more intimate relationship with the games he was making. As an indie, he'd have no one to answer to but himself. He could take risks that he wouldn't be able to inside an established studio or publisher. He moved back to his home state of Colorado and founded his own studio, Fresh Aces Videogames with the goal to craft games and experiment with the art-form to evolve it, focusing on unique gameplay, themes and interfaces.