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Professional Experience

January 2023 - Present

Lead Game Designer (Torn Banner Studio)

Chivalry 2

• Lead a team of Game Designers

• Overseeing creation of content on Chivalry 2 

Unannounced Project

• Lead a team of Game Designers

• More details to be added

September 2016 - Present

Course Instructor (George Brown College)

Post Grad Game Design Program

I teach the following courses:
• DESN1101 - Game Design Fundamental 1
• DESN1111 - Game Design Fundamental 2
• DESN1122 - Game Production Thesis 1
• DESN1123 - Game Production Thesis 2
• DESN1141 - Game Planning 1
• DESN1142 - Game Planning 2
• DESN1072 - Game Experiential Project

August 2021 - December 2022

Lead Game Designer (Behaviour Interactive)

Unannounced Project 

• Lead a team of Game Designers

• Define high level vision of the game with Creative Director 

• Prototyping and overseeing the direction and quality of the game

• More details to be added

January 2022 - May 2022

Course Instructor (Sheridan College)

Undergrad Game Design Program

I teach first year students in Game Design programs specifically:

• GAME11738: Team Project (Design and Development Project)

July 2016 - July 2021

Team Lead Game Designer (Ubisoft Toronto)


• Led AI Designer and oversee their work quality

• Mentor new designers and overseeing their career progression

• Mentor new designers and overseeing their career progression

• Conduct 1-on-1 meeting and performance review with team members

• Design new archetypes and manage the legacy archetypes from previous series

•  Work with co-dev team and oversee the quality of the feature before it is presented to directors

•  Collaborate with LDs in outposts creation, systemic encounter and diffculty balancing

October 2014 - June 2016

Senior Game Designer (Ubisoft Toronto)

Watch Dogs 2 (XBOX ONE, PS4, PC)

• Design AI brain and behaviors for dogs, robots and ambient animal archetypes
that populates the living city environment
• Design 3C (Character, Camera and Control) for the new Spider Tank feature
• Create, Test and Iterate the Mission and UI Flow for Invasion of Privacy Features

April 2013 - August 2013

Game Designer (Ubisoft Toronto)

Tom Clancy's Splinter Cell Blacklist (XBOX 360, PS3, PC)

• Design the control and the UI elements for SMI (Strategic Mission Interface) for PC port
• Design the SMI minigame Gone Dark Missions
• Assist codev partner in designing the Spider-Bot Mobile Companion App for iPhone and Android (Spider-Bot, Steath-Bot, Strike-Bot)
• Assist codev partner in designing the Community Website (

November 2011 - March 2012

Lead Game Designer (Big Viking Games)

Fish World (IOS & Facebook)

• Analyze user feedback and social metrics to adjust game play and design
• Create UI workflows and design screen wireframes
• Work with project leads, developers and artists during the implementation of ideas
• Balance and analyze/design complex game economies

2008 - 2009

Game Designer

Webkinz Arcade
• Wrote highly technical creative briefs for games and activities on an interactive website.
• Created and wrote full game mechanics for assigned projects.
• Presented brief to development team.
• Researched and analyzed the marketplace.
• Generated fresh new ideas, and participated in creative development meetings.
• Interacted with other departments to ensure product vision
• Communicated and assist the programmer implement the game system design
• Assisted the QA team to maintain documentation fidelity, updated technical briefs, technical and functional specifications and workflow documents
• Conducted the testing for performance check

March 2011 - November 2011

Lead Game Designer (Gameloft Toronto)

Texas Poker For Prizes - Online Hold'em Action (iOS)

• Conceptualization and in-depth development of the game
• Documentation, Game balancing, integration of multimedia elements (texts, images, sounds and videos).
• Maintain a strong communication with the different department leads (Producers, creative directors, art directors, technical directors)
• Keep updated all documents of the project and maintain regular updates of all design aspects of the game for an overall quality
• Explore new game ideas. Research and development, participate to market studies and propose new game concepts/ideas.

June 2009 - March 2011

Game Designer (Tecmo Koei Canada)

Warriors: Legends of Troy (XBOX 360, PS3)

- Designed the flow of boss battle using the pre-existing assets
- Implemented the action and AI dynamics for the boss fight using in-house development tool
- Designed and implemented AI squad army and one on one generals fight
- Collaborated with the scenario designers to create a good gameplay flow in
the boss fight and the correct level of difficulty

Dynasty Warriors 5 Special (PSP - Japan Only)
- Created and modified 3D model assets to improve draw distance in Shin Sangoku Musou 5 development using XSI Production
- Captured screenshots for manual and press release
- Conducted the testing for quality assurance purpose.

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