
Creative Director at Tribal Nova
Quebec, Canada

Creative Director at Tribal Nova
Quebec, Canada
Since 1994 I have been developing a wide variety of computer and video games.
My goals are:
- Add value to a team of great game developers
- Craft wonderful interactive experiences that positively impact the player
- Continue to explore the role of interactive play in peoples lives
- to support the evolution of games as a respected cultural element with positive impact.
In 2006 I was elected to a 3 year term on the IGDA Board of Directors, which ended in March 2009.
Cooperative and inclusive team management style, extensive game systems and mechanics design, big picture comprehension with attention to detail.
On the side I am a Provocateur for the evolution of video games in society and as a profession.
(Privately Held; Computer Games industry)
August 2009 — Present (4 months)
Overseeing www.Woozworld.com, a massively social virtual world for Tweens that focuses on self expression and user generated content.
(Privately Held; Computer Games industry)
January 2008 — July 2009 (1 year 7 months)
Leading the creation of massively multi-player online game experiences that incorporate lag tolerant gameplay, safe social systems, ingame economies, subscription or free to play business models.
Currently developing an unannounced AAA children's MMO for a major media company, with other online projects pending.
(Privately Held; Computer Games industry)
August 2006 — July 2009 (3 years )
Creating and presenting new game concepts for potential development.
Development team direction to maintain project vision and quality.
Ongoing client relations to ensure complete communication and the sweet harmony of mutual expectations.
(Public Company; 1001-5000 employees; Computer Games industry)
February 2006 — August 2006 (7 months)
Oversight of all content in the game. Vision and direction for gameplay, visuals, audio and story.
Dev Team diplomacy with marketing, press, executives and license holders.
(Public Company; 1001-5000 employees; Computer Games industry)
July 2004 — February 2006 (1 year 8 months)
Researched sandbox world systems with emergent potentials and social AI structures for next generation games.
(Computer Games industry)
2001 — 2004 (3 years )
Sim City 4:
- Functional design implementation of traffic components
- Designed and scripted gameplay feedback for numerous game elements, an example being Soccer Moms picking up and dropping off kids at the Schools.
- Starter Cities: Created all starter cities with varying thematics and situations.
Sims Bustin Out:
- Game element implementation via technical design and scripting
- Designed and implemented a more efficient system for creating the houses used in the levels.Created all levels.
The Urbz
- Created high concept for inter group faction based gameplay.
(Public Company; 5001-10,000 employees; erts; Computer Games industry)
1994 — 2004 (10 years )
Spent 7 years with EA Games, then Maxis for 2.5.
I held a variety of postions over the years, working on games for the 3DO, PSX, Mac, PC, XBox, Game Cube.
Games I worked on were:
Shockwave 2,Future Cop LAPD, NASCAR Rumble, Rumble Racing, Tiger Woods PGA, SlipShod (never released), FreakStyle, Sim City 4, The Sims Bustin Out.
Level, Music, Game, Work Flow and Character design.
Advancing the evolution of video games and the developer work environment while raising 2 sons, playing MMORPG's, doing outdoor activities and catching up on sleep.
IGDA Board of Directors
IGDA Quality of Life Committee., IGDA