Falko Poiker

Falko Poiker

Level Design Director on Watchdogs

Supervisor Level Designer / 26 yrs

Montreal, Canada Area

Hire Me
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

  • Level Design Director

    Ubisoft Montréal

    ? - Present
Education
  • Bachelors in Engineering (Computers Option)

    Simon Fraser University

    1990 - 1997