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RESUME

EXPERIENCE

Senior Game Designer – Beamdog

April 2023 – Present

Projects: MythForce (Steam, Epic Game Store, PlayStation 4 & 5, Xbox One & Series X|S, Nintendo Switch)

  • Balanced character and enemy base stats and progression through all game chapters and 6 difficulty levels
  • Balanced damage values for all in-game weapons
  • Balanced stats for all in-game abilities
  • Outlined enemy distribution for each chapter and biome
  • Assisted with economy balancing and quest reward balancing

Lead Game Designer – Game Hive                                                                     

June 2019 – December 2022

Projects: Battle Bouncers (iOS and Android), Unreleased Title (iOS and Android)

  • Directed and mentored a team of intermediate and junior game designers
  • Shared learnings with the greater design team by hosting a monthly cross team design discussion group
  • Led the design of a RPG / Brick Breaker game
  • Outlined the project goals and long-term feature roadmap
  • Created detailed design specifications for use by cross functional teams of developers, artists, and QA testers
  • Created rough mock-ups of in-game UI within Photoshop
  • Designed the in-game economy, player progression, and game modes
  • Designed game levels for use in in-game events
  • Balanced complex game economies and player progression within Excel and through Python game simulations
  • Led brainstorming, pitching, prototyping, and design for a brand new unreleased title

Game Designer – Big Viking Games                                                                  

December 2016 – June 2019

Projects: Galatron (Messenger), TAPR (Messenger), YoWorld Mobile (iOS and Android)

  • Sole designer on a variety of titles from concept pitch to full release
  • Created detailed design specifications for use by cross functional teams of developers, artists and QA
  • Designed in-game economy, player progression, and gameplay systems
  • Created rough mock-ups of in-game UI within Photoshop
  • Balanced game economies and player progression within Excel

Game Designer – Beeline Interactive Inc.                                                          

April 2015 – November 2016

Projects: Game Prototypes (iOS and Android), Unreleased Endless Runner (iOS and Android)

  • Created proposals, and concept pitches for potential new game titles
  • Created detailed design specifications for use by a small team of developers and artists
  • Designed gameplay systems, weapons, and enemies for an unreleased Endless Runner / 3rd Person Shooter
  • Designed a system to semi-procedurally generate game levels
  • Designed component level chunks for use in the level generation system
  • Scripted enemy AI behaviour patterns and Boss encounters
  • Wrote and catalogued in game narrative and lore

Senior Game Programmer – Beeline Interactive Inc.                                         

January 2012 – April 2015

Projects: Zombie Café  (Android), Monster Pet Shop (iOS), Smurf Life (iOS), Ghostbusters (iOS), Kiwi and Me (iOS), Smurfette’s Magic Match (iOS), Smurfs Village 2 (iOS)

  • Directed programming teams in the development of titles using Unity3D as well as proprietary game engines written in C#, C++, and Java

Game Designer – Tecmo Koei Canada                                                                     

June 2008 – March 2011

Projects: Warriors: Legends of Troy (Xbox 360 and PS3)

  • Designed and balanced Action, AI and Combat mechanics and systems
  • Directed motion capture performers in developing combat animations
  • Designed and balanced in-game item economy and character progression
  • Led a small team in the design and scripting for all AI Boss encounters
  • Collaborated closely with programmers and animators in developing the character and enemy combat animations
  • Wrote original narrative outline for use in determining setting, characters, enemies, and locations for the game

Game Programmer – Tecmo Koei Canada                                                                  

June 2006 – June 2008

Projects: Fatal Inertia (Xbox 360 and PS3)

  • Developer on a physics based racing game within UnrealEngine 3, coding in both C++ and UnrealScript

EDUCATION

Honours BSc in Computer Science (University of Toronto)                    

September 2001 – June 2006

  • Graphics programming
  • AI programming
  • Software design
  • Programming Theory
  • Mathematics

Certificate in Improvisation (The Second City Training Centre)

  • Creative collaboration
  • Public speaking

Certificate in Behavioural Economics (Rotman School of Management)

  • Cognitive Biases
  • Influencing Choices

Leadership Training (Caliber Leadership Systems)

  • Performance management
  • Conflict resolution
  • Giving feedback
  • Delegation