After completing a BSc. in Systems and Computer Engineering, I briefly pursued Web Development before deciding to follow my passion and become a Game Designer.
I moved to Vancouver, Canada in 2010 and attended Vancouver Film School's Game Design program, from which I graduated with Honours.
Since then, I've had the pleasure to pursue my career in Game Development as a Game Designer and Technical Designer working on various AAA games on a multitude of platforms.
I'm always looking for new challenges where I can combine my technical background with with my knowledge of Game Design and my passion for games.
Senior Gameplay Designer
Currently working on Marvel Realm Of Champions.
Responsibilities include helping define and shape the core gameplay, as well as establishing different game modes and other forms of content.
Plant vs. Zombies: Battle for Neighborville
Developed boss-fight mechanics and enemy behaviours.
Cancelled Star Wars Project
Designed and crafted levels, encounters, and action sequences for a brand new adventure in the Star Wars universe.
Sadly, this project never got to see the light of day.
Plants vs. Zombies: Garden Warfare 2
I wore different specific designer hats as the needs of the project evolved, tackling everything from Systems Design, to Character Design, to creating single-player content.
Company of Heroes 2: Ardennes Assault
Campaign Designer /
Designed environments, objectives, encounters, and in-game cinematics for the main campaign. I also helped define gameplay and various systems for the campaign's metamap.
Company of Heroes 2
Campaign Designer /
Took several missions from early concept to completion, including level design, player objectives, encounter scripting, and in-game narrative elements.
As a Technical Designer, I played a pivotal role in implementing and maintaining encounter management systems used to facilitate the mission creation process.
Download and Play!
Game Designer /
Tank'd is a third-person, arcade style game where the player controls a tank with the unique ability to drive on walls.
The game was developed as my final project in the Vancouver Film School Game Design program. It was developed in 4 months by a team of 5 students using the Unreal Development Kit.
(Xbox360 controller recommended)
Imposiball was created using the Unreal Development Kit. No custom UnrealScript code was used and all controls and events are handled only through Kismet, UDK's visual scripting tool.
The player controls the Imposiball through a series of rooms, where they must learn to master its three different abilities in order to complete 10 different challenges, including a challenging 55 second drop with no brakes.