Summary

As an industry veteran with over 14 years experience in the video games marketplace, I have the knowledge, drive, passion and expertise to create world class products.

Working as a Technical Director for Level Design at Ubisoft Toronto

11 Published Titles across PC, Xbox One, Xbox 360, PS3, PS4, Wii, Xbox, PS2 & Gamecube

3 Years in a Technical Director for Level Design Management Role

8 Years in a Lead Level Designer Role

Games Showreel 

Level Design Examples Showreel

UDK Design/WIP 1 2 3

Areas of Expertise

  • Creating fun, challenging and engaging experiences across multiple game genres
  • Leading and managing a team of Level Designers of varying sizes and skill levels
  • Working closely with Design, Code, Art and Production to manage LD team integration
  • Implementing and managing all data/assets relating to the creation and population of levels
  • Maintaining a clear and concise vision for all levels from the Lead Designer
  • Providing critical and constructive feedback to the team in gameplay and game flow
  • Creating complex level scripting and objective conditions implementation
  • Scripting enemy spawners, waypoint splines, enemy encounters and more
  • Working with in-house Engine Team to develop and prototype new LD Toolsets as required

Skills

  • In-House 3D toolsets / editors (map editors, model viewers, script editors etc)
  • In-House task and bug allocation databases
  • Maya 2011
  • Photoshop
  • UDK
  • Perforce
  • XML
  • MS Office
  • Test Track Pro

Work History

Work History
Oct 2014 - Present

Technical Director Level Design

Ubisoft Toronto

Unannounced Project - XboxOne, PS4 & PC

Jul 2013 - Oct 2014

Technical Director Level Design

Ubisoft Toronto

Assassin's Creed Unity - XboxOne, PS4 & PC

Feb 2012 - Aug 2013

Assistant Technical Director Level Design

Ubisoft Toronto

Splinter Cell - Blacklist
Technical Director for Level Design

Duties:
- Identify the technical needs of the level design team
- Test selected game engines and develop and suggest improvements to the programming team
- Develop or determine the best tools and methods in order to enhance and facilitate the work of the level design team
- Test the tools and methods before they are implemented and ensure that they function properly throughout production
- Produce the tools, methods, training, processes, and engine constraints reference documents
- Create, organize, and conduct training sessions for all members of the level design team so that they are able to make proper use of the tools and methods
- Coordinate tool use and be a point of contact between the level design and programming teams
- Communicate the technical constraints and their rationales to the level design team on a regular basis
- Establish the nomenclature of the files created by the level design team so as to structure data location and facilitate retrieval
- Be proactive by foreseeing the technological requirements and challenges before they occur (game design, level design, etc.)
- Provide constant technical support on the tools and engines for every member of the level design team
- Supervise the design, integration, and validation of the maps in the engine
- Be the level design point of contact during knowledge-sharing activities

Nov 2010 - Oct 2011

Happy Feet 2

KMM Games

Lead Level Designer / Designer

Published by Warner Brothers Interactive Entertainment

(Xbox360, Playstation 3, Nintendo Wii)

Duties:

  • Design and create in Maya whitebox level layouts
  • Use modular pieces from Environment Team to turn whitebox rooms into modular set pieces
  • Implement gameplay mechanics into rooms (puzzles, collectables, elevators, etc)
  • Setup level introduction cameras, in-game cutscene cameras, gameplay cameras and end level cameras
  • Script in-game events and level logic flow(data editing)
  • Place particle FX and camera shake scripts
2008 - 2010

Legend of the Guardians: The Owls of Ga'hoole

Krome Studios

Lead Level Designer

Published by Warner Brothers Interactive Entertainment

(Xbox 360, Playstation 3, Wii)

Duties:

  • Design and implement missions into an open world environment (Attack fortified positions, defend convoys, rescue hostages, stealth scouting missions and more)
  • Use placement tools from large scale brushes to paint thousands of trees across kilometres of terrain
  • Paint grass and low level foliage on heightmap environments
  • Script complex level sequences using custom script language
  • Set dress pre-built meshes with particle FX, lighting and static meshes
  • Crafting of unique and visually striking gameplay focused scenarios
  • Setup enemy waves and attack scenarios to match mission requirements
2008 - 2009

Star Wars: The Clone Wars - Lightsaber Duels

Krome Studios

Level Designer

Published by Lucas Arts 

(Nintendo Wii)

(Assisted another team whilst also on pre-production for Legend of the Guardians)

Duties:

  • Populate and set dress arena style dueling levels
  • Script background enemy spawners and ambient FX
  • Place in-game physics objects for player interaction
2007 - 2008

Viva Pinata: Party Animals

Krome Studios

Lead Level Designer

Published by Microsoft Games Studios

(Xbox 360)

Duties:

  • Tune racetrack levels with prop population (gameplay and background set dressing)
  • Setup minigame levels with cameras and prop dressing
  • Setup Vis Zoning across race levels (prop culling per zone)
  • Place and tune racetrack physics objects and powerup pickups
  • Set dress levels with lights and particle FX
2006 - 2007

The Legend of Spyro: A New Beginning

Krome Studios

Lead Level Designer

Published by Vivendi Universal

(PlayStation 2, Xbox, Gamecube, Gameboy Advance)

Duties:

  • Level Design within a Room - Corridor - Room style environment 
  • Setup Vis Zoning and Prop Culling between Rooms
  • Setup Enemy Spawners and Attack Waves
  • Setup ingame mini cutscenes to complement and introduce attack waves
  • Balance gameplay from enemy fighting vs collection vs exploring
  • Create set pieces within small environments using static meshes
2004 - 2005

King Arthur

Krome Studios

Lead Level Designer

Published by Konami

(Playstation 2, Xbox, Gamecube)

Duties:

  • Set Dress and Populate Large Linear Environments
  • Design and Script Large Scale Enemy Encounters
  • Vis Zone large levels for perfomance
  • Balance prop count and enemy numbers for performance
2003 - 2004

The Adventures of Jimmy Neutron Boy Genius: Jet Fusion

Krome Studios

Lead Level Designer

Published by THQ

(PlayStation 2, Gamecube)

Duties:

  • Design and create puzzle platformer
  • Populate levels with static meshes to create linear style adventure gameplay
  • Keep to target demographic difficulty levels
2002 - 2003

Ty the Tasmanian Tiger

Krome Studios

Level Designer

Published by Electronic Arts

(PlayStation 2, Xbox, Gamecube)

Duties:

  • Design puzzle platformer style levels
  • Populate with enemies and collectables
  • Design A and B paths into large environment levels
2001 - 2002

Disney's Extremely Goofy Skateboarding

Krome Studios

Lead Nightshift QA (Quality Assurance)

Published by Disney Interactive

(PC)

Duties:

  • Manage a team of QA staff 
  • Find and report bugs for Extremely Goofy Skateboarding (PC)

Education

Education
Jan 1999 - Jul 2000

Diploma of Information Technology (Software Engineering) - Specialising in Games Development

QANTM