Senior Game Designer
Senior Software Developer
Senior Game Developer
Senior Game Developer
Game Developer
Flash Programmer
Junior Systems Technician
Computer Systems Technology (CST), Digital Processing with 8 month Co-op work term at Hip Digital Media.
My career has primarily spanned the same core team, even as ownership and project scopes evolved. Throughout these years, I remained a loyal and dedicated member, taking on various roles and responsibilities. I started mainly as a programmer, pitching design features and prototyping full game concepts. Over time, I transitioned to pitching complete games for production, leading them through development, and ensuring their successful release. My focus has always been on creating fun, engaging games that align with the needs of stakeholders and producers.
I began my career at Nerd Corps Entertainment, a Vancouver-based animation studio specializing in 3D animation for television. Their game development department focused on creating games for their brands, where I initially worked on Flash games before transitioning to mobile development. We first built native iOS games, then adopted Unity to streamline cross-platform development for both Apple and Android devices.
In 2015, DHX Media acquired Nerd Corps, and our team became part of their game development department. Our work expanded to include brands from DHX, along with partner projects like collaborations with the BBC. Although we explored HTML5 game creation, we primarily focused on mobile games.
In late 2017, we spun off from DHX Media to form Epic Story Interactive, part of Epic Story Media. We continued to support popular titles like Slug it Out 2 while taking on new projects for brands like Beyblade and Ben 10. In 2019, I led the development of Slugterra: Gatecrash, a streamlined mobile RTS. After securing Canadian Media Fund (CMF) funding for the concept and prototyping phase, our small team built a prototype that included real-time PvP multiplayer. We later secured additional funding to bring the game into full production, which evolved into Titan Fury, a real-time co-op game that moved away from the Slugterra brand.
During periods of downtime between funding phases, I focused on research and development for other prototyped projects, such as Ninja Cube, which received CMF funding for prototyping. I also contributed to live service games, like Slug it Out 2, where I evaluated backend services and helped implement new features into the project.
Throughout my 13 years at the studio, I continuously improved processes, expanded the studio's capabilities, and honed my skills as a programmer, designer, and producer.
My primary expertise lies in Unity, which I have been using as my main development platform since 2014. Prior to that, I gained valuable experience with Cocos2D for native iOS games and Flash for web-based games. I’ve also explored emerging technologies, working with Godot and Unreal Engine, and using the Phaser JS library to create HTML5 games as a modern replacement for Flash. In personal projects, I have utilized Unreal Engine to develop prototypes, further expanding my skill set and understanding of various game engines.
As a game designer, I have extensive experience analyzing games through player analytics and testing. I leverage this data to create feature pitches that align with both team goals and stakeholder expectations. Once approved, I initiate the development process by drafting detailed user stories and collaborating closely with engineering and art teams to guide features from concept to implementation. Additionally, I successfully pitched a full game project to stakeholders, leading it from conceptualization and prototyping to full production and release. I authored the Game Design Document, which helped secure 75% of the project’s funding from the Canadian Media Fund (CMF).
In terms of development processes, I have significant experience with agile methodologies, including 2-3 week sprints and daily stand-up scrums. I’ve played a key role in backlog grooming, sprint planning, and task prioritization, ensuring projects stay aligned with goals and timelines. Using Jira, I managed backlogs and tracked sprint progress, while Confluence served as our central hub for project documentation and collaboration. I also authored detailed development logs and user story tickets, which streamlined employee onboarding and supported Scientific Research and Experimental Development (SR&ED) funding efforts.
Unity (C#, Lua, Json)
Unreal (C++, Blueprints)
Godot (GDScript)
Cocos2D (Objective-C)
Phaser (JavaScript)
Flash (ActionScript 3)
Jira
Confluence
Plastic SCM
Git Desktop
Miro
Mantis Bug Tracker
Office 365
Unity Services / Cloud
Playfab
Machinations.io
IronSource
DeltaDNA
Google Analytics
Google Tag Manager
Upsight
Tiled
Texture Packer
CocosBuilder
Apportable for Android
Excel
Scrum
Sprint Planning / Review
Backlog grooming
Agile Development
Scientific Research and Experimental Development (SR&ED)
Rider
Visual Studio
Xcode
Flash Develop
Sublime
Atom