Career

Overview

Work Experience

Education

Details

Sep 2024 - Present

Innersloth

Principal Game Designer

Job Summary

  • Continued role on Among Us

Major Releases

Sep 2022 - Sep 2024 (2 years)

Game Designer

Innersloth

  • Game Designer on Among Us

  • Responsible for taking features from ideation to release

Job Summary

Major Releases

Jan 2022 - Jul 2022 (7 months)

Game Designer

Paladin Studios

Job Summary

  • Worked on an unannounced project with a team of 6

  • Created multiple prototypes in Unity both solo and in groups

Sep 2017 - Sep 2021 (4 years, 1 month)

Game Designer

Ubisoft

Job Summary

RPG was one of the major additions Far Cry 6 was bringing to the franchise. It was an overarching layer to the entire game that added more depth, more interactivity, and more complexity. My role consisted in creating this RPG layer, ensuring that it did not conflict or nullify with any of the other Far Cry systems, and then iterating on it to push the quality as far as possible.

Responsibilities

  • Work with directors in creating new RPG features that are in line with the brand, narrative, and gameplay

  • Collaborate with different departments in bringing the new RPG features to life

  • Using Agile, iterate on features to the highest quality possible through a constant "implement and test" cycle

  • Use Jira to organize and track the features I have ownership over

  • Mentor game designers and onboard them to the project

  • Use Confluence to document information about features for teams in Toronto and across the world

  • Use Excel to work with in-game data for balancing, tuning, and error-checking

  • Create debug commands for the entire team to make testing, playing, and iterating, as smooth as possible

  • Backpacks and Gear

  • Loot System

  • Player Progression

  • Player Core Skills

  • Transmogrification

Notable Features

Jun 2017 - Aug 2017 (3 months)

Game Design Intern

Ubisoft

  • Design systemic behavior of animals new to the Far Cry brand

  • Explore new ways to elevate the player-animal interactions

  • Work with the programming, audio, and art teams, to bring the new animals to life in-engine

Job Summary

Sep 2016 - Feb 2017 (6 months)

Game Developer

Peekapak

  • Worked with the co-founders to create the core foundations of myPeekaville. Ensured their vision and the educational content were properly reflected in the game world.

  • Pitched and prototyped minigames and the character creation flow

  • Playtested the game in a live setting with students and teachers in a classroom

Job Summary

Sep 2016 - Sep 2017 (1 year)

Game Design, Ontario College Graduate Certificate

George Brown College

  • Game Design Theory

  • Advanced Level Design

  • Game Psychology

Notable Coursework

  • Game Storytelling

  • Game Management

Jun 2014 - Aug 2014 (3 months)

Game Programming Intern

13AM Games

  • Worked in Unity to build a 2d platformer

  • Programmed the player controls, physics, animations, and enemy AI

  • Worked with the Wii U devkit to implement features unique to the Wii U’s Gamepad

Job Summary

Jan 2014 - Aug 2016 (2 years, 8 months)

Game Programming, Ontario College Advanced Diploma

George Brown College

  • C++

  • C#

  • HTML5

  • OpenGL

  • Data Structures

Notable Coursework

  • Game Physics

  • Unity

  • Game Engine Development

  • Swift

  • Unreal Engine

  • Network Programming

  • AI Programming

2009 - 2013 (4 years)

Bachelor of Science (B.S.), Honours Physics

University of Waterloo

Specialization in Astrophysics
Specialization in Applied Physics
Minor in Philosophy