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).

IGN’s launch review showcases many of the mechanics, features, and systems that I worked on. Future updates added even more fun content.

A walkthrough featuring many of the mechanics and systems that I worked on and helped improve. Future updates expanded on this content and added more fun things for players to unlock and build.

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.

This video does a great job at showcasing a lot of the mechanics that I helped develop over the course of the game’s short life.