|Destiny 2 (2017)||(PvP Designers)|
|Destiny (2014)||(PvP Designers)|
|Natural Selection II (2012)||(Level Design)|
|Starhawk (2012)||(Game Designers)|
|Quake 4 (2005)||(Level Design)|
|Among the Sleep (2014)||(Our Lovely Backers)|
|Race the Sun (2013)||(Kickstarter Backers)|
|FTL: Faster Than Light (2012)||(Thank you to all of our extremely generous Kickstarter backers, with a very special thank you to)|
|Singularity (2010)||(Also Thanks)|
|Wolfenstein (2009)||(Additional Thanks)|
|Borderlands (2009)||(Additional Development)|
|Brothers in Arms: Hell's Highway (2008)||(Gearbox Software is)|
|Samba de Amigo (2008)||(Gearbox Software Is)|
Andrew joined the industry in 2004 at Raven Software where he worked as a level designer on Quake 4, the Singularity prototype, and Wolfenstein before his departure in 2007. After a couple intermediate years at Gearbox and contracting on Natural Selection 2, Andrew arrived at LightBox Interactive in Austin in 2009. At LightBox, he designed competitive multiplayer level for Starhawk and served as its DLC Design Lead, then worked as a Senior Game Designer on an unannounced project. In early 2013, Andrew left Texas to join the team at Bungie as a Designer on Destiny.
Before becoming a professional developer, Andrew was active in the Half-Life mod community, creating the levels ns_eclipse and ns_veil for the Natural Selection mod.
Last updated: Jan 10, 2014