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Technical Skills


Level Design: VR, World Building, Whiteboxing, Detailing, Iteration, Polish, Environment Design, Terrain Creation, Level Animation, Lighting, Scripting, Gameplay, Storytelling, Balancing, Documenting, Parkour, Planning, Navigation, Collision, Scrum


Scripting: C#, LUA

Editors: Ubisoft's Anvil, Unity3D, Monoliths's World Editor


Applications: Maya, 3DS Max, MotionBuilder, Premier Pro, After Effects, Photoshop, Miarmy, Microsoft Office Suite, Perforce, Jira, Shotgun, Confluence


Cinematic Design: Video Editing, Post-Compositing, Motion Capture, Layout, Cleanup, Rendering, Crowd Simulations, Scripting, IK/FK Rigging, Transferring Animations, In-game wiring, Set Dressing, Keyframing

Lead Level Designer at UBISOFT ENTERTAINMENT PHILIPPINES

Sept. 2018 - Present

  • Lead a team of level designers from pre-production throughout beta

  • Collaborated with sister & parent studios on design and implementation

  • Researched time period & location discovery 

  • Collaborated with Art & Quest team to assure all aspects of gameplay are accounted for

  • Lead team in the research and planning of geography, placement of quest & secondary locations and network of roads

  • Creation of several locations from production to beta

  • Built network of roads & AI network throughout region

  • Added wildlife & in-between activities

Lead Designer at APEX VR

Oct. 2017 - Present

  • Using Unity3D to create unique VR experience

  • Asset wrangling, lighting, texturing

  • Scripting of prototype

  • User experience and documentation of gameplay elements

Sr. Designer, Cinematics at MONOLITH PRODUCTIONS

Aug. 2013 - July 2017

  • Preparing and organizing MotionBuilder files for layout and animation

  • Wired up cinematics in-game through use of the Lith-Tech editor and it’s proprietary scripting

  • Used Maya to convert game characters and objects for animation within MotionBuilder

  • Responsible for vision, creation and management of all crowd simulations using Miarmy for Maya

  • Placement of set dressing for all cinematic scenes

  • Created custom IK/FK rigging in non-humanoid characters using MotionBuilder

  • Cleaned up and re-targeting of motion capture animation for use in MotionBuilder

  • Rendering and storage of scenes

Game Designer at GLU MOBILE

Aug. 2011 - Nov. 2012

  • Collaborated with design to balance out soft and hard currency reward system

  • Responsible for wiring up tutorials and iteration due to playtest feedback using Unity

  • Responsible for vision and implementation of all missions, enemy encounters, pacing and cutscenes

  • Wiring up state machine for animating characters real-time in Unity

  • Worked with design to write dialog for questing system

  • Created initial vision and documentation of unlockable technology tree

  • Assisted world art by used Unity editor to create custom animations

  • Used Excel to create vision of all procedural campaign maps

Lead Content Designer at GRIPTONITE GAMES

July 2009 - Aug. 2011

  • Used Maya to block out and implement design

  • Used proprietary scripting tool to implement gameplay, polish and testing

  • Worked with producer with layout, timing and polish of cinematic scenes

  • Hooked up third person camera rail system in multiple levels

  • Worked with outsourcing to create game cinematics

  • Worked with world art to maintain vision of environments

  • Worked on technical aspects of all levels by created navigation and collision meshes

Sr. Level Designer at AMAZE ENTERTAINMENT

Dec. 2005 - July 2009

  • Responsible for vision, design, and documentation of missions

  • Worked with world art to block out levels

  • Used proprietary scripting to implement gameplay and AI encounters

  • Responsible for vision design and documentation of Victor Creed boss fight

  • Hooked up third person camera rail system in multiple levels

  • Worked with world art to create navigation and collision meshes

  • Helped designers with polishing player movement and weapon balancing

  • Assisted world art with creating level assets and texture mapping

  • Provided feature support and testing for proprietary editor

Level Designer at MONOLITH PRODUCTIONS

Aug. 1998 - July 2005

  • Used Lith-Tech to design, create and iterate on single and multiplayer levels

  • Used Lith-Tech editor to light, texture and maintain overall aesthetics of levels

  • Used Lith-Tech proprietary scripting to implement design, enemy encounters and pacing

  • Used Lith-Tech editor to keyframe special events for in-game and cinematic use

Home: CV
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