Hardworking designer with experience working in multi-disciplinary teams. Comfortable with scripting, 3D software, photo editing, and learning new tools. Good understanding of game theory. Passion for player psychology. Learn new tools quickly. Experience creating game design documents and levels, from paper prototypes to implementing them in Unity and Unreal.
Designed campaign levels in 4 months for Riverbond by Cococucumber. Out on Xbox One, PS4, and Steam in June 2019.
Won 3rd place Ubisoft’s NEXT 2019 competition in level design. Created an FPS level that successfully allowed the player to approach using any playstyle based on Ubisoft’s ’360’ principles.
Experience in working with diverse disciplines & personalities.
Experience in participating in agile sprint planning, estimation, and review processes.
Experience designing levels with teaching, pacing, narrative, sightlines.
Ability to create roughed-in models and UI elements for greyboxed levels & mechanics.
Edit and manipulate textures in Photoshop
Comfortable with visual scripting and in C#.
Experience designing mechanics using 3Cs.
Ability to proactively self-reflect and improve myself and my process
Technical Level Designer (Contract) Aug 2019 – Oct 2019
Dune Sea – Frolic Labs
Created content at the end of the production cycle to make sure the game releases on time. Populated end-game levels. Storyboarded, and built in Unity, game cinematics for the beginning and end of the game using Timeline and Cinemachine. Designed and created vector art for Steam achievements.
Level Design, Production (College) Sep 2017 – Apr 2018
Critterbox – Mindwax Games
Created levels that would suit the game’s Pikmin-styled mechanics.
Coordinated a multidisciplinary team of 7 people to create a game that met our design goals for a target demographic. Administrated and planned agile sprints with the team.
Junior Level Designer (Internship) Jan – Apr 2017
Riverbond – Cococucumber
Designed levels for the main campaign. Took work from concepts and paper designs all the way to digital implementation in an in-house editor. Levels became a template for new levels.
Outlined enemies, boss fights, and asset lists for the levels in docs and kept them up to date based on given specs.
Game Design, Scripting (Unity C#) (Personal) Oct 2015 – May 2016
Balloon Buoyancy – Self
Succeeded in creating a game with an addictive gameplay loop. Kids at the Toronto Comics Arts Festival got hooked. The organizers noted it as a highlight of the games section of the festival.
Hand Eye Society Ball, Game Curious, Wordplay, etc. 2015 – (CURRENT)
Engaged visitors at booths and front desks at various events in the GTA. Helped install computer hardware at annual Ball every year. Taught kids game making at summer camps.Volunteer
Global Game Jam 2016 Jan 2016
Coordinated with faculty and volunteers to secure rooms, food, and refreshments for the weekend-long game jam.
Honours Bachelor of Game Design 2014 – 2018
Sheridan College, Oakville, ON
Undergraduate Certificate: Creativity and Creative Problem Solving 2014 – 2018
Sheridan College, Oakville, ON
Intro to French Levels A.1, A.2, & A.3 Courses 2018 – 2019
Alliance Française Toronto, Oakville, ON