My Work

Unannounced Title, Cat Samurai Games
Lead Game Designer (2024-Present)
Studio Website
- Lead the design of a casual, cozy game alongside a small team.
- Oversaw and delegated junior designers working alongside them to develop their learning plans, providing feedback, accountability and support as they grew.
- Designed, pitched and provided direction for features and levels from concept to completion.
- Created and maintained project timelines, team tasks and risks/priorities to ensure the project is on time and to-quality.
- Managing a wide range of other various tasks and responsibilities as needed to get everyone what they need to make a great game.

Various Projects, Dev’s Games
Solo Developer (2020 - Present)
My Steam | My Itchio
- Self-published, solo developed and shipped six games in both digital and non-digital formats.
- I manage every aspect of my own productions, from project planning to marketing.
- Independently planned, designed, documented, marketed my own games of a wide variety of genres.
- Ran and delivered a successfully funded Kickstarter independently.

Course Director, York University
(2024-Present)
- Presented lectures and supervised group work for classes of ~50 students for the Collaborative Game Development course.
- Consistently provided mentorship, production advice and career guidance to game development students.
- Taught a wide range of concepts ranging from introductory lessons on game development fundamentals, to larger topics such as planning a game’s production.

Unreleased Project, The Beans Team
Level Designer (2021 - 2023)
Studio Website
- Worked on a cancelled first person combat game in partnership with Devolver Digital.
- Designed levels, modelled geometry and scripted events in an Unreal Engine 4 game.

Far Cry 6, Ubisoft Toronto
Level Designer (2018 - 2021)
Game Site
- Designed and iterated on levels for a first-person game from initial concept through to ship.
- Collaborated with programmers, artists and other designers of various specializations to create compelling gameplay.
- Implemented gameplay sequences and AI encounters with proprietary visual scripting software.

Riverbond, Cococucumber
Level Designer (2017)
Game Site
- Designed isometric, non-linear levels on a multiplayer game targetting a casual audience.
- Riverbond won numerous awards, including Official Selection PAX West and Best in Play at GDC 2017.

Dragon of Legends, Thrive Games
Level Designer (2016)
Kickstarter Page
- Designed tile-based levels for a mobile MMORPG.
- Improved pipelines to optimize the team’s production process and delivery.