About Me

I am an Indigenous Canadian Level Designer with 3+ years of experience working in AAA, previously at Ubisoft and Behaviour Interactive. I have a passion for designing clever levels, and creating emotional experiences.

 

In my free time, I like to make quirky little games with unconventional mechanics.

Profile 2022.03.25.jpg
Professional Experience

Ubisoft Düsseldorf -- Level Designer, Assassin's Creed VR

January 2021 - present

I am currently designing missions for an upcoming Assassin's Creed VR game. I can't say much more than that since I am under NDA, but feel free to contact me and I will share what I can.

Ubisoft Toronto -- Level Designer, Far Cry 6

 

June 2019 - January 2021

I worked as an open world level designer on Far Cry 6! I designed and owned the open world content in one of the in-game provinces, including several treasure hunts.

Behaviour Interactive -- Game Designer, May - August 2018

 

An internship I took in my third year of college, where I prototyped and designed elements of mobile titles, including Giblins: Fantasy Builder.

My Own Projects

Or check out my favourites below!

Tongue-Tied

A surreal comedic game about having your tongue stuck to a frozen lamppost. Grow your tongue longer and try to get unstuck.

Tongue-Tied was one of the winners in the GMTK Game Jam in 2021!

Hold My Hand

An emotional puzzle game about holding hands and letting go. Control two characters and solve puzzles by holding hands.

This game was a study in making players feel strong emotions.

Catastrophe

A massively-multiplayer free-for-all with dynamic levels

A 2-50-player brawler, where cats try to bump each other off of buildings before an oncoming flood carries them away.

Catastrophe won first place at the Sprint Week game jam at Sheridan College.

Backfire

A first-person shooter where you can only shoot backwards, so you use mirrors or fire blindly to shoot down your friends.