Unannounced Project (2022-Now)

  • Senior Game Designer at Ubisoft
  • Responsible for 3C's of an unannounced AAA FPS
  • Created intended combat and gameplay dynamics
  • Designed all classes, abilities, weapons, and oversaw all 3C designs
  • Optimized designs for understandability, depth, fantasy, game feel, and more
  • Introduced design framework to align team and improve communication
  • Spearheaded design culture about growth and feedback
  • Presented scientific design workshops
  • Planned and prioritized 3C milestones and tasks with production
  • Improved global design documentation process
  • Collaborated with animation, code and art on 3C implementations
  • Tuned 3C's in a proprietary engine and defined gameplay metrics

Off the Grid (2021-22)

  • Gameplay Systems Designer at Gunzilla Games
  • Worked on combat and 3C's of a competitive AAA 3rd-person shooter
  • Created intended combat dynamics
  • Designed and helped implement locomotion and abilities
  • Ensured all abilities have situational effectiveness, mechanical contrast, counter-, and teamplay
  • Redesigned third-person aiming and shooting to better match player expectations
  • Optimized design trade-offs for clarity, depth, fantasy, viscerality, and more
  • Presented scientific design knowledge and mentored junior game designers
  • Prototyped and tuned abilities and 3C's in Unreal Engine and defined gameplay metrics

Unannounced Project (2020-21)

  • Game Developer at YAGER
  • Worked on encounters and enemies of an unannounced AAA shooter
  • Mentored by head of game design culture

Refunct (2015-19)

Swarmlake (2018-20)

Refunktion (2014-15)

  • Entirely self-designed/created stealth platformer in Unreal Engine
  • Released for free and later evolved into Refunct

Distance Levels (2015)

UT 2004 Levels (2014)

  • Designed three levels in cooperation with pro players, of those one level was made for a 3,000$ tournament