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Friendly technical LD with experience working in multi-disciplinary teams. Comfortable with scripting, 3D software, and learning new tools. Good understanding of game theory. Passion for player psychology. Experience creating game design documents and integrating levels, from creating paper prototypes to making them in Unity, Unreal, and in-house editors.
Designed 3 hours' worth of campaign levels in 4 months for Riverbond by Cococucumber. Out on Xbox One, PS4, Switch, and Steam in 2019.
• Selected as a finalist for Ubisoft NEXT twice in the level design category. Created FPS and third-person levels that successfully allowed the player to approach using any playstyle based on Ubisoft’s ’360’ approach to level design. Created scripted cinematic sequences and puzzles using Unreal 4 and Blueprint.
Comfortable with Unreal 4 Blueprint visual scripting and in C#.
Experience in level design, 3D software, Photoshop, UE4, & Unity.
Eager to make my work shine from early greyboxing until release.
Experience in working with diverse disciplines & personalities.
Experience in participating in agile sprint planning, estimation, and review processes.
Ability to proactively self-reflect and improve myself and my process
Ability to digest feedback, break that feedback into tasks, and quickly iterate in engine
Experience designing mechanics using 3Cs
Level Designer (Contract) Nov 2019 – March 2020
Hero Star – Light Beach Games
Created and maintained the metrics for an online multiplayer vehicle combat game, which
allowed the team to work more effectively within the rapidly changing game design.
Created several level design tests in Unity to explore the level design language.
Succeeded in getting team buy-in for the more structured level design process within the rapidly
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.
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