My Professional Work
From Assassin’s Creed to Mighty DOOM, I’ve worked on some fun projects.
Check them out!
Mighty DOOM – Alpha Dog Games (Bethesda)
A fast-paced, top-down shooter set in the DOOM universe, released for iOS and Android in 2023.
Note: With Microsoft’s closing of Alpha Dog Games, Mighty DOOM has since been removed from storefronts.
-
Lead the gameplay team throughout live-ops on monthly “Seasonal” content updates and events post-launch as part of “live-ops”.
Worked closely with other leads and production to plan out future content and improvements to the project.
-
Worked on collectable weapons and “Ultimates”, such as the Gauss Cannon, Pistol, and the legendary BFG.
Worked closely with design to balance and iterate weapons based on player feedback and telemetry.
-
Developed the “boss glory kill cinematic system” to enable artists to quickly create new, beautiful Glory Kills independently.
Developed the boss intro cinematics, as well as a “director” system to enable designers to create a story intro sequence for new players.
-
Helped design and develop various enemies and bosses, including the Hell Knight, Prowler, Tentacle, and Cyber Mancubus.
Performed various iterations on many enemies to add or improve their AI behaviours (movements and attacks) based on feedback and analytics (i.e. how many players were beating a boss or failing at a given level).
Assassin’s Creed Rebellion – Ubisoft (Halifax)
A strategy RPG action game with base building elements, released for iOS and Android in 2018.
Note: This project was originally developed by Behaviour Interactive for Ubisoft, and was handed off to Ubisoft Halifax post-launch to handle the game’s live-ops.
-
Helped design and develop various new assassins, including unique weapons and abilities.
-
Helped develop the highly-anticipated 5th region of the game, an important expansion.
Helped develop various challenges and modes for new events, featuring new unlockable Assassins.
-
Helped improve performance and stability in the base-building mode of the game.
Developed new unlockable and buildable rooms for the base-building mode.
Tom Clancy’s ShadowBreak – Ubisoft (Halifax)
A single and multiplayer strategy shooter blending first person shooters with tower defence mechanics, released in 2017.
Note: Ubisoft sunset the game a year following its initial release.
-
For the game’s single-player story mode, I worked closely with the design team to develop and iterate on a system for scripting cinematic events.
Helped bring many elements of the scripted sequences over into multiplayer.
-
Worked on fun new units such as a drone operator, a cloakable “Wraith” unit, and units that could buff and debuff other units in the field.
Helped develop tools necessary for designers and artists to more easily create new multiplayer environments and arenas, including path-defining tools, special nodes identifying spawn points, targets, cover, etc., which included validation tests.
Worked on various AI behaviours for new and pre-existing enemies, including node-based path finding and targeting behaviours.
-
Worked closely with design and production to create and improve user “signs & feedback” across gameplay, for the campaign mode and multiplayer, using both UI and in-game VFX and animations.