Technical Game Designer

Smash Bros Modding

Super Smash Bros Brawl - Modding



  • Worked on 17/42 Start-alt Stages (High profile stages) for Legacy TE
  • Worked on 26/140 stages in total for Legacy TE
  • 9 Seperate releases of Stage mods

My Contributions

  • Stage Modelling and Vertexing
  • Stage Concepting
  • Planning and scheduling for first release
  • Playtesting

Legacy TE Download: Link
Smash Boards Thread: Link


For the past 3 years I've been involved in modding Super Smash Bros. Brawl.

PMDT, a talented team of Brawl modders, had already paved the way for numerous modding breakthroughs via their popular mod "Project M." Unfortunately in 2015 the team discontinued development, but their tools and assets were released for the Brawl modding community, so the scene continued to thrive.

In late 2016 I was approached by David. V. Kimball and was asked to participate in a new modding effort. I accepted a role as one out of four Stage Makers working on a special Tournament Edition of Project M (Legacy TE). The team comprised of 15 people total.



Brawl modding has no official support, the program used for such opening up files are called 'Brawlbox,' and it has a surprising amount of functionality. Working In BrawlBox is a 'learning by doing' process. There has been a couple of tutorials floating around the various fora, but no 'one way to learn' or 'go here for advice.' When I first found the modding community, I was mostly interested in what I could do to the game, but as time went on. I wanted to do some simple texture swaps. At some point I began swapping backgrounds, then I started vertex editing models to better fit the desired layout - a skill that I became so handy with that it landed me a spot on the Legacy TE team.

After starting school and learning Maya, I began exploring what had been beyond my wildest dreams when I started modding.
I began modeling stages from the ground up.

It was super exciting to try to work off references and to create something that would work for a competitive community.
Sadly this also meant that I didn't get to design many original layouts since the focus of Legacy TE were tournament legal re-skins of the agreed upon tourney stages.

A big part of being on the team was able to take feedback and critique of your work. Sometimes it was hard to hear that something you'd been working on wasn't hitting the spot, but it got easier, and easier adjusting to feedback and setting the teams need above your own ego.