Profile:
Highly experienced, self-motivated professional Game Designer with a background in game development, 2D + 3D artwork and over 4 years experience working in the art pipeline of video game production. Effectively managed progression-flow in various work settings while bringing efficiency and dedication to the team.  
Summary of qualifications:
-Game developer, 2D artist, animator and game designer for JHS’s non-profit project “Playing With Hate”.
-Dean’s Honour List recipient for my work on the Capstone Project “The Forgotten Gale” by Kraken Heads Games.
-Extensive understanding of colour theory and lighting, using most recent versions of Adobe Creative Suite apps.
-Applies practical game design elements to support the ongoing iteration, creation, programming, design and developing of unique gaming environments, levels, characters, assets, and props.
-Knowledge of industry standard applications. (such as Adobe Photoshop, Illustrator and InDesign).
-Creates original game backgrounds, characters and assets based on the concepts and requirements outlined in game design documents.
-Demonstrates strong communication skills when working as a member of a game development team to the effectively complete a game development project.
-Manages deadlines and workflow by breaking down multiple tasks and prioritizing them. 
-Proven ability and interest in learning new programs, systems, tools and technologies. 
-Bilingual in English and French, located out of Ontario and available for remote work.
Related experience:
Contract Game Developer for Anti-Hate Project: “Playing With Hate: Ep 1” funded by JHS Ottawa and partners (2021 – 2023)
-Designed original concepts, characters, planets and environments for the game and used project management skills to break down the
 levels into manageable weekly deadlines.
-Wrote the GDD and TDD for the project.
-Designed and executed the game’s key mechanics such as: minigames, puzzles and dialogue system.
-Created the concepts, placement and final design of all the game’s environments and various levels.
-Used a variety of Adobe products to bring the game’s backgrounds and characters to life for a teen focused age group.
-Routinely met with team members and play testers to ensure game is running optimally and meeting requirements.
Game Development Capstone Project: “The Forgotten Gale” by Kraken Heads Games (2020 – 2021)
-Coordinates art team’s work; from concept art and blueprints to models, textures, and animations.
-Designed, modelled, skinned, rigged and animated the player character.
-Notes inefficiencies and any issues in the art pipeline while ensuring art style guide.
programming:
- 4 years of programming in c++
- 1 year of programming in python
- 1 year experience programming in C#
game Engines:
- 4 years of experience working with the unreal engine 4
- 2 year of experience working with the unity engine
ART:
- 5 years experience of  with adobe photoshop and illustrator
- 2 years of experience modelling and unwrapping in 3DS Max
- 1 year of technical drawing experience
- 1 year+ of graphic and game design theory
-  4 months experience modelling in blender
- self taught artist since the age of 5
writing:
- written a 140 page novella and a collection of short stories
- recipient of academic commemorations during second year at carleton university
- recipient of the young authors award from the district catholic school board
Game Development Skills
Level Design
The ability to communicate clearly, concisely and correctly in the written, spoke and visual form that fulfills the purpose and meets the needs of the audience :
-  understanding how to properly use a wide variety of toolsets that are usedin the game level environment.
- Creating and manipulating animations, scripting and basic AI to create an interactive videogame level environment.
- Creating, importing and utilizing static meshs and their materials in order to create a believable world.
- Creating custom lightning to make proper use of lights and skyboxes to create an immersive atmosphere to match the game's mood and tone. 
The proper way of thinking that uses the right skills to anticipate and resolve problems within the game :
- identifying and utilizing the level building workflow methods.
- Describing the thought process behind the proper placement of goals, rewards, and obstacles in a game world.
- Designing proper architecture for use in developing flow and subtly directing the player in a videogame level environment.
- Designing complex level layouts using various principles of level design to maximize player enjoyment potential.
i am able to analyze, evaluate and find a way to apply relevant information to a project from a variety of sources :
- designing complex level layouts that showcases game mechanics, dynamics and aesthetics.
- Designing complex level layouts that demonstrate proper user-centric design principals.
Manage my use of time and resources to complete a project within a deadline, proven within my role as the creative lead for the second year, student project "Birdwatch":
- understanding how to analyze feedback given by other members to recognize and improve problematic areas in my or their level design.
understanding the responsibilities of decisions and consequences affected by my individual actions within a team :
- developing level design documentation used to organized designed levels so others may easily read and understand my intentions.
- Presenting and discussing complex level design using key elements of level design principles to peers.
Asset creation
Creating quality, complex 3D models efficiently for real-time games
- By Sculpting organic forms and structures for improvement of different types of assets.
- Sculpt fine details for creation of realistic meshes.
- sculpt hard-surfaces for improvement of different types of assets.
- Produce unique and high-quality textures for use in games engines.
using advanced techniques in middleware to sculpt, texture and paint 3d assets
- By Applying knowledge of layers and groups for work efficiency.
- Using and creating stamps and stencils to sculpt and paint.
- Applying techniques of asymmetry to add unique details.
- Applying knowledge of paint brushes and tools into sculpture.
- Baking high-poly details into low-poly models.
Following game design blueprints, gdd ,and tdd for all aspects of the games production
- By Adhering to the standard format and submission policies.
- Examining the use of retopology to improve the quality of the low-poly meshes.
Designing, creating and organizing large asset databases
- By creating multiple textures for different states of the mesh.
- Documenting assets for file control and organization. 
Creation of assets in a reflected "real-world" game industry pipeline with peers
- By Importing assets from one 3D software to another.
- Exporting models and textures maps for use in game engines.
- Applying knowledge of the use of high and low poly models. 
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