About Me


I am a passionate and dedicated designer who has a strong track record of delivering high quality content. Able to lead a design team, give direction and a global vision, or to work hands-on and set a benchmark for quality within the game. An expert in Level Design from macro to micro, I have a deep understanding of player experience and how to make it stronger.

I believe that games in general are only really scratching the surface of their possibilities and that we are about to see a huge cultural shift in what games are, and how they are perceived. I am excited to be a part of such a dynamic and developing industry.


Linear Level/Mission Design
Open World Level/Mission Design
FPS Games
Adventure Games
Technical Level Design


Level Designer Director

2011 – 2012

Assassin’s Creed 3

As Level Design Director for AC3 I was responsible for leading the LD team in Singapore in producing over 4 hours of content for the game. The Singapore studio was tasked with creating the Naval sequences in the game and Captain Kidd’s hidden locations. The team of 15 designers were split between Naval content and linear Assassin missions (Captain Kidd locations).

Other aspects of my role included:
– Level Design recruitment across the Singapore studio (including creating the LD test given to all applicants)
– Close cooperation and mentoring with design students at DigiPen Singapore and their path into Ubisoft

Level Design Technical Director

2010 – 2011

Assassin’s Creed 3

As Technical Director of Level Design, I was responsible for designing the pipeline and workflow for artists and designers working on AC3’s Naval Battles. The main challenge we faced was that the ships we needed to create were essentially moving levels, made up of 100s of individual objects – yet that needed to move about the world as a single entity. Together with the Tech team we designed a solution that enabled the artists and designers to create the ships just like a regular level and allowed mission designers to instance them in their missions just like any other entity. This was a huge success for the team, allowing non-technical artists and designers to create incredibly complicated moving objects. I also worked on various maxscript and engine scripts to help streamline this workflow. Other pipeline challenges I was responsible for included:
– naval world building workflow between artist and designers
– ship damage system pipeline for artists

Other responsibilities of the role:
– training and mentoring of level designers across the studio
– creating rules and guidelines for the design team to follow
– documenting the tools and processes used
– coordinating with the engine team in Montreal for various engine improvements

Level Designer

2009 – 2010

Assassin’s Creed: Brotherhood
– Co-production with Ubisoft Montreal
– Single player Level Design, documentation and implementation from concept to completion.
– Polish and debug on multiple other single player levels.

Prince of Persia: Forgotten Sands
– Co-production with Ubisoft Montreal
– Single player level design, documentation and implementation from concept to completion.

Assassin’s Creed 2
– Co-production with Ubisoft Montreal
– I joined at the end of the project and assisted with debug, camera and FX integration.

Level Designer

2008 – 2009

Operation Flashpoint 2: Dragon Rising (x360, PS3, PC)
– Singleplayer and Multiplayer Mission Design and Implementation
– LUA scripting

QA Team Lead

2006 – 2008

Games worked on:
– Dragonology (Wii) – QA Lead
– Overlord (PS3) – QA Lead
– Emergency Mayhem (Wii) – Senior Tester
– Overlord Raising Hell (X360/PC) – Senior Tester
– Overlord (X360/PC) – Experienced Tester
– Maelstrom (PC) – QA Tester / Level Design / Game Balancing
– Sensible Soccer 2006 (PS2/XB/PC) – QA Tester


University of Essex

BEng, Computer Games and Internet Technology
2002 – 2005

1st Class Honours Degree