PROJECTS
2008___________________________________________________________________
The Lumenarium
Featured in Pop Montreal’s 2008 Art Festival, The Lumenarium is a multi-media funhouse I designed and operated in Montreal. It housed such video installations as the “Chamber of Hollowfields” and “Kaberet of Kinomorphosis” as well as curated works by other artists. LINK
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NOIA Maze Number 6
A music-video whipped together for NOIA (for whom I also VJ ). The video was designed to emphasize the experience of our live performance, where I mix live video projections onto multi-layered screens.
2007___________________________________________________________________
Assassin’s Creed

As a Senior Level Designer I worked with the Art Directors and Behavioral programmers to help build a new production paradigm for creating level assets that would support the game’s unique character mechanics (i.e. being able to climb over almost the entire environment in an open world) LINK
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TMNT: GBA
Working again with the Ubisoft Montreal GBA team, I designed all the levels as well as a few of the Bosses for Teenage Mutant Ninja Turtles. LINK
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The Chamber of Hollowfields
An evolution of my previous video-installation “Perspective”, this work won a contest and received a commission from the City of Montreal to be installed in a large theater in one of the city’s Cultural Centers. LINK
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4DMIX3
I was commissioned by the SAT to collaborate with the TOT immersive group as an interactive designer. I helped define the hybrid layout of the space and worked with the programmers to design and animate the 3D objects in the scene. LINK and press release
2006___________________________________________________________________
Peter Jackson’s King Kong

Working in a proprietary engine and editor, I worked as a Senior Level Designer during early production on the King Kong levels for this Xbox game (before the production moved entirely to the Montpelier Studio) LINK
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Splinter Cell: Double Agent

Having experience on “Chaos Theory”, I was brought onto this project as a Senior LD after Alpha to help complete the New York level and final boss of this Xbox game. LINK
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Psychonauts
During the beginning of this project I worked as a Level Designer using Maya inside a proprietary engine for this Xbox game. I also performed extensive scripting tasks such as enemy & Boss AI using the LUA language. LINK
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Open Season: GBA
After years of working on next-generation, 3D levels, I had the great opportunity to work with the talented Game Boy team at Ubisoft Montreal on “Les Rebelles De La Forêt”, where I created about half of the levels in the game.
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Scanner Darkly Trailer Remix
I remixed the movie trailer for an online contest- while I did not win- I had fun creating this piece and am happy with the results.
2005___________________________________________________________________
Splinter Cell: Chaos Theory
Using a heavily modified Unreal Editor, I was hired by Ubisoft Montreal to design and script the Seoul level for the Xbox version of this award-winning game. LINK VIDEO PART 1 VIDEO PART 2
2004___________________________________________________________________
Comic Release Movie

The Regina Miller Gallery at CMU commissioned me to create a promo-video for their curated show “Comic Release”. LINK
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Washington County Arts Commission
The Washington Center for the Arts commissioned me to lead an “introductory exploration to filmmaking” course which resulted in short film on the local Artist in Residence, Brody Burroughs.
2001___________________________________________________________________
Perspective

“Perspective” was my first video-installation commissioned by CMU’s Regina-Miller Gougher Gallery for the “Aether” group art show. LINK
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Star Wars: Super Bombad Racing
Using 3D Studio Max and a Proprietary game-engine, I designed and constructed 5 levels for this Lucas Learning Playstation 2 title.
2000___________________________________________________________________
Werewolf: The Apocalypse- Heart of Gia

My first job as a Level Designer. We were working in the original Unreal Engine- back when we modeled the entire environment and even created most of our own textures. Unfortunately the publisher and developer went under and the game was never released.










