Designer with deep and varied experience in the video game industry, both as a programmer and a designer. Currently a Level Design Director on Watchdogs at Ubisoft Entertainment Inc. My main interests include storytelling in games, promoting innovation in the industry and improving communication between programmers, designers and artists.
Specialties: Story based games
World creation, mood
Level Flow and Player Challenges
Scripting (high level programming - AI, Game systems, Dialogues and Animation)
Inter-department communication
Work History
Level Design Director
Ubisoft
September 2012 - July 2014
Ubisoft Montreal Studio
Level Design Director for the Mission Team on Watchdogs
Senior Level Designer
Ubisoft
November 2011 - August 2012
Ubisoft Montreal Studio
Senior Level Designer on Assassin's Creed III
Level Design Director
Ubisoft
October 2010 - October 2011
Ubisoft Montreal Studio
Level Design Director for the Mission Team on Assassin's Creed Revelations.
Senior Level Designer
Ubisoft
January 2008 - October 2010
Senior Level Designer
Assassin's Creed Brotherhood (released November 2010)
James Cameron's Avatar: The Game (released December 2009)
Prince of Persia (released December 2008)
Level Design Director
Ubisoft
November 2006 - December 2007
Level Design Director on Splinter Cell Conviction (released April 2010)
Senior Level Designer
Ubisoft
January 2003 - October 2006
Worked as a Level Designer on various incarnations of the Splinter Cell series:
Designed and Implemented the Lighthouse Level in Splinter Cell Chaos Theory (xbox, pc version)
Designed and Implemented the HQ Levels in Splinter Cell Double Agent (xbox, pc versions)
Redesigned and Implemented the Jail Level in Splinter Cell Double Agent (xbox 360)
Technical Designer
Elixir Studios (London, England)
June 2002 - June 2003
Created mini "movies" for the Elixir Game "Republic the Revolution" (released September 2003). These movies were procedurally generated scenes that would depict the actions the player was performing in the game. I wrote the procedures, if you will...
AI Programmer/Designer
Relic Entertainment Inc.
January 1998 - August 2001
Worked on
Homeworld (released 1999, Game of the Year with various publications)
Homeworld 2 (released 2002)
AI Programmer:
- Wrote the computer player for Homeworld
- Integrated the lua scripting system into Homeworld 2
Designer
- Designed and Implemented the Tutorial for Homeworld
- Designed and Implemented 4 Single Player Levels for Homeworld
- Designed and began implementation of various Single Player Levels for Homeworld 2