2021 - Current
It’s a secret.
2016 - 2020: Watch Dogs: Legion
Lead Gameplay Programmer. It was an impossible project, but my team still managed to knock it out of the park.
2012 - 2016: Below
Gameplay Programmer. Nathan called me Lead Gameplay Programmer once, but I think he was joking. I programmed most of the gameplay outside of the UI and level generation.
2010 - 2012: Ubisoft Toronto Founding + Splinter Cell: Blacklist
Additional Gameplay Programming, because I left before the game shipped.
One of the OG Ubi Toronto employees brought over from Montreal.
2007 - 2009: Assassin’s Creed 2
Technical Team Lead: Combat. Cleaned up the design and rebuilt everything from scratch to make it more better.
2005 - 2007: Assassin’s Creed
Behavior Programmer: Combat & Assassination. I went rogue and added air assassination even though it was cut. You’re welcome, Ubisoft.
2001 - 2005: Pariah
This is a bad game, so don’t play it, but if for some reason you do, I’m still proud of the ladders. They are the best ladders in any first person game.
1999 - 2001: The Bioware Blur
MDK2, Baldur’s Gate 2, MDK2: Armageddon, NWN, KOTOR, I squished four years of work into two and a half years of real time. Because of death marches.