SENIOR / PRINCIPAL LEVEL DESIGNER
Space carries meaning before anyone speaks.
30 years designing spaces shaped by movement, story, and player choices.
TRAVERSAL AS IDENTITY
Movement is the first language of a game.
Before a player reads a word or hears a line, they already know what kind of world this is — because of how they move through it. Traversal isn't a feature you layer onto a design. It's the first thing a player knows about the world, before any word is spoken.Designing the rooftop flow of Jerusalem for Assassin's Creed meant making a player feel like they belonged to that city before they understood why. The geometry had to earn that feeling without explanation — through sightlines, rhythm, the way a ledge invites rather than blocks. Revisiting 3C foundations mid-production on a major AAA title, the question was the same: not "does this work mechanically," but "does moving through this space feel like freedom, or does it feel like compliance." That tension shapes every traversal decision — from layout to pacing.
SPACE THAT TELLS, WITHOUT TELLING
Level design that works gives characters their silence back.
A level designer's real responsibility is to carry meaning through space — so writers can write about people, not directions. Environmental storytelling isn't decoration. It frees dialogue to be about people — not exposition, not the world explaining itself, not directions dressed as conversation.A Muslim funeral procession in Assassin's Creed, designed as a slow playable traversal through a crowd. No dialogue. No cutscene. Just layout, pace, and the weight of moving bodies. Artists on the team who recognized the ritual stopped and said it felt true. That's the signal — not "the player understood it," but "the player felt it without being told." The hardest skill in environmental design isn't knowing what to put in. It's knowing what to leave out — and trusting that the space will carry it.
KNOWING WHEN TO STEP BACK FROM THE CANVAS
Nine years as Gameplay Director — that perspective now lives inside the design itself.
Leading creative work across disciplines meant learning to read a space the way a conductor reads a score — understanding what each part needs to carry, and where the whole loses coherence. It also meant learning to distinguish between a constraint that protects a vision and one that quietly erodes it — especially when that constraint arrives dressed as narrative necessity.That experience doesn't sit separately from the hands-on work. It changes how you stand in front of it. A painter learns to step back from the canvas — not to escape the detail, but to understand what the detail is doing inside the larger composition. Nine years of gameplay direction is that distance, now built into how I approach a single room. Close enough to feel one traversal beat. Far enough to know whether it's earning its place in the arc.
Open to Canada & US — remote, hybrid, relocation
Selected gameplay spaces and player experiences I designed or directed.
Each example comes from a different production context — shaped as much by constraints, iteration, and opportunity as by initial direction.
Shadow of the Tomb Raider — Co-op
Gameplay Director, Eidos Montréal — 2016-2018
The core challenge: design tombs that work as a complete solo experience and become something different — not just bigger — when played with another person. The solution wasn't combat or shared survival. It was time, space, and chosen roles: two players splitting paths, solving steps in parallel, accessing areas that only open through cooperation. A co-op experience built on the DNA of Tomb Raider — exploration, puzzle-solving, and the satisfaction of being smart together.
Rise of the Tomb Raider — The Orrery
Lead Level Designer, Eidos Montréal — 2014–2016
Designed as an optional challenge tomb, The Orrery was promoted to the main campaign path after winning over the Crystal Dynamics lead team — and became a reference point for the tomb design approach that followed. The central mechanic: an environment that activates and transforms. When the mechanism starts, new traversal paths open, new puzzle logic emerges. Space doesn't just contain the challenge — it becomes the challenge when set in motion. This is the tomb that defined the puzzle-driven standard reused across Shadow of the Tomb Raider.
Prince of Persia Redemption — Internal Tech Demo
Lead Level Designer, Ubisoft Montréal — 2010
The concept: what happens when the environment itself moves? Not a fixed map with mobile elements, but a living creature as the level — shifting, breathing, forcing the player to read space differently at every moment. My role was to deliver this demo on time and at the right quality threshold, resolving blockers across a multidisciplinary team. The demo was presented to editorial as proof of capability — not as a game pitch, but as a demonstration of what the team could build. It worked. The team moved forward into a new project, and I was offered my first director role.
Open to Canada & US — remote, hybrid, relocation
This timeline brings together projects, roles, and responsibilities that don’t fit neatly into a one-page resume.
Some paths moved forward, others changed direction — but together they trace a continuous journey through space, gameplay, and collaboration.
2012-2025: SENIOR LEADERSHIP & GAMEPLAY DIRECTION

2005-2011: AAA EXPANSION & DIRECTION

1995-2004: FOUNDATIONS & CRAFT

Open to Canada & US — remote, hybrid, relocation

Open to Canada & US — remote, hybrid, relocation