Lead Game Designer at Ubisoft
Montreal, Canada Area
Lead Game Designer at Ubisoft
Montreal, Canada Area
Ten years of Design experience including Senior and Lead roles
Eight released titles, including Assassins Creed and Rainbow Six: Vegas on PS3 / X360
Experience with Unreal 2 / 3 as well as custom tool sets
Familiar with working in Licensed properties as well as Franchises and New IP
Latest release (not counting additional design credits) achieved worldwide sales of over 8m copies
I joined Ubisoft Montreal in early 2005, to work on Rainbow Six: Vegas as an AI designer. After releasing this multi-award winning, 2m+ selling title, I joined the Assassins Creed team to help deliver the most successful new IP ever released in the US, this time specialising in the Action Loop. After completing that project and taking a nice long holiday, I returned to help debug and polish in the last two months of Rainbow Six: Vegas 2. Now working as the Lead Game Designer on Splinter Cell Conviction, to be released in February.
I'm a technical designer that finds it easy to communicate with team members in all areas of production. I strive to create engaging and entertaining games - that's the point isn't it? - while actually being able to ship them too. I look to optimise processes and make sure the team always has the answers it needs. I pride myself in the quality and clarity of my documentation; I know it's not going to ship with the game, but it is going to help make sure we're all working towards the same objective. I build consensus, I listen to the team, hear their ideas and integrate things that fit into the game. I relish getting feedback and can admit that I'm wrong about something. I will stand my ground and fight for the quality of the game when necessary.
I love the constant challenge, the change, the rapid progression of this industry, and feel incredibly lucky to do what I do for a living.
AI Design
Multiplayer design
Game design
3 released titles on current-gen (X360 / PS3)
FPS
Third Person Action Adventure
Vehicle Combat
Simulation
Episodic games
(Public Company; 1001-5000 employees; UBI; Computer Games industry)
April 2005 — Present (4 years 9 months)
Currently: Lead Game Design on Splinter Cell: Conviction
Additional Design on Rainbow Six: Vegas 2
Game Design on Assassins Creed
Game Design on Rainbow Six: Vegas
(Public Company; 51-200 employees; Computer Games industry)
November 1998 — April 2005 (6 years 6 months)
Lead Multiplayer Designer on Fire Warrior
Lead Game Designer on Fireblade
Game Designer on Halcyon Sun
Level Designer on KA:52 Team Alligator
Level Designer on Peacemaker
Tester on 5 others...
(Computer Games industry)
November 1998 — May 1999 (7 months)
Tested 5 products for Simis, which later became Kuju Entertainment. A valuable insight into the process of game production that taught me a huge amount. I was given the chance to progress after learning the Team Apache editor and creating missions as a demo.
n/a , Computing and IT , 1996 — 1998
Left to pusue my dreams in the industry!