CV
I am a driven designer with over 8 years of experience working on a variety of projects, timelines, budgets and phases, I am able to adapt to new genres, workflows and engines. I strive to provide fun, memorable experiences for players by challenging their skills, creating interesting narratives, and encouraging creative problem solving. I am seeking opportunities where I can leverage my experience to contribute outstanding concepts and execution to fun and innovative projects.
Experience
Mission Design – Ubisoft Unannounced Project (I can’t say too much, I don’t want to give anything away)
Nov 2025 – Present
I am the mission owner for 20 missions, scripting and also implementing minor layout adjustments to align with the vision of the project. My focus on this project is consistency, challenge and player experience to make sure the missions feel connected and coherent. This has also meant writing and updating design documentation and overseeing more of the documentation for coherence and consistency.
Level/Mission Design – Ubisoft Unannounced Project (I can’t say too much)
Nov 2022 – Nov 2025
I was a location owner for multiple POI’s and 4 missions. I designed and built 3 POIs focusing on emulating real-world reference. Then using AI, gameplay ingredients, and environmental storytelling crafted fun experiences for the player to explore and dig into. On the mission scripting side I designed 2 main missions and 2 smaller missions from documentation to implementation, and polish with in-engine tools and scripting with a focus on narrative and environmental storytelling. I worked closely with multiple teams including art, narrative and game design to build these spaces and missions and made sure the level and mission designs were maintained or updated as changes from other teams were implemented or iterated upon. Narrative was a major factor, with new context or wholly new narratives for missions requiring a lot of iteration.
Level/Mission Design – Ubisoft Far Cry 6: Lost Between Worlds
Sep 2021 – Nov 2022
I developed the Dying Shard Trial, a capstone mission in a rogue-like sequence focused on custom gameplay (shard charging gameplay) and traversal challenges to achieve a climactic feeling when it is completed. The scripting side was highly curated for pacing, tone and emotion, there was also a lot of difficulty iteration as the mission was originally not meant to be a capstone so it needed to feel just hard enough. I worked hand-in-hand with a level artist throughout the production process, maintaining constant communication between us and with the rest of the team. The tight timelines also meant I had to ensure documentation needed to be consistent and always up-to-date.
Mission Design – Ubisoft Watch Dogs: Legion
Mar 2020 – Sep 2021
I developed 4 co-op missions including the official Netflix tie-in for Money Heist, I was responsible for prototyping, then pitching and scripting then polishing. I focused on challenging players with a new experience in each mission whether through new set-pieces or AI variations, and always customized them depending on the number of players to make sure the challenge felt hard but fair. I created documentation for the level design team, including difficulty design and a detailed breakdown for the Legion of the Dead design philosophy while I helped to prototype the new zombie mode. My final stint on the project was building one of the Legion of the Dead paths. I used height and building variation to force players into interesting environments and situations.
Development Tester – Ubisoft Watch Dogs: Legion
Jun 2018 – Mar 2020
I was responsible for testing 15 missions for design cohesion and bugs while maintaining JIRA and other reports. I was also responsible for documentation including detailed walkthroughs, updating mission design documents and daily bug reports.
Education
Game Design (Honours) – Post Graduate
George Brown College
2015 – 2016
Bachelor of Arts – Political Science
University of Guelph
2010 – 2014