You planted 100 seeds.
Game Designer & Director
22+ years across AAA, VR, mobile and live service. 12+ leading design teams, 15 shipped titles. I design and lead emotionally resonant interactive experiences, from concept to controller.
Pistol WhipGame DirectorDirected content strategy and created the 'Pistol Mix' level editor for this VR rhythm-shooter.
Journey to FoundationCo-Creative DirectorVR Roleplaying Adventure based on Isaac Asimov's saga.
FlourishCreative DirectorVR Physiotherapy Game transforming exercises into magical spells.
ProximityCreative Director / Co-FounderPioneering AI-driven narrative adventure. Early GPT-3 beta collaborator.
Horizon WorldsCreative DirectorCreative direction for Meta's social VR platform experiences.
Marvel: Dimension of HeroesDesign LeadDesign leadership for this AR Marvel gaming experience.
FORMLead Game DesignerDesigned and scripted all puzzles for this surreal VR narrative experience.
Petra's PlanetLead Game DesignerKids Educational MMO with social and retention features.
Citizen GrimLead DesignerF2P Wave Shooter with progression and retention systems.
Whore of the OrientSenior Game DesignerOpen-World game set in 1920s Shanghai (cancelled).
Resident Evil: Op. Raccoon CitySenior Game DesignerSenior design on this squad-based shooter set in the RE universe.
Star Wars: Battlefront OnlineGame DesignerMultiplayer shooter (cancelled).
SOCOM: Fireteam Bravo 3Senior Game DesignerTactical Shooter for PSP.
SOCOM: ConfrontationGame DesignerMultiplayer shooter for PS3.
SOCOM: Tactical StrikeGame DesignerReal-time Tactics for PSP.
BullyGame DesignerGame design on Rockstar's beloved open-world action-adventure.
Max Payne 2QA SupportQA support on the award-winning third-person shooter.
Design is not what we add.
It is what remains when we remove everything unnecessary.
I'm a veteran creative leader with an empathetic, player-first design philosophy grounded in psychology, data-driven iteration, and collaboration. From directing Pistol Whip's studio-wide creative design strategy to shaping Journey To Foundation's narrative vision, I've delivered 15 shipped titles across AAA, VR, mobile, and live service platforms.
I thrive on defining, upholding, and executing creative vision from concept through production — leading and mentoring multidisciplinary teams while driving cross-team collaboration with production, engineering, art, marketing, and leadership. Whether I'm hands-on scripting prototypes or managing designers, I bring both strategic vision and technical fluency to every project.
Journey to Foundation — our mantra was “participatory drama”: players take part in conversations through physical actions, not menu choices. It became the game's boss fights.
Journey to FoundationFlourish — repetitive physio exercises became magic spells: as players heal their bodies, the energy heals the broken land around them.
FlourishHorizon Worlds — led the team through overlapping 3–6 month production cycles while Meta's tools kept changing; a 6-month contract grew to 2+ years.
Horizon WorldsMarvel: Dimension of Heroes — united a fractured, over-scoped team → delivered on a tight timeline.
Marvel: Dimension of Heroes








Keywords Studios (Smoking Gun Interactive)
May 2026 – Present
Useful Fiction
Jan 2026 – Present
Jetpack Interactive
Fall – Winter 2025
Cloudhead Games
July 2022 – Nov 2025
National Film Board of Canada
April – Nov 2023
Archiact Interactive (Design Lead from Jan 2019)
June 2020 – July 2022
Inscape Studios
Feb 2018 – July 2023
Charm Games
Jun 2015 – July 2017
Dramaforum
Feb – Nov 2014
Eruptive Games
Feb – Sept 2013
Kennedy Miller Mitchell (Team Bondi)
Sept 2012 – Jan 2013
Slant Six Games
Aug 2006 – April 2012
Rockstar Games
Sept 2003 – June 2006
Various Roles
Reflections on cancelled projects and the lessons they taught.
Over the years, there have been about as many, if not more, projects I have worked than ones considered complete.
These have died in various stages of development each with its own unique set of circumstances.
Each one a unique branch of effort, collaboration, and creativity.
Each one having some part of myself in it.
Though not every project we work on blooms into something presentable, with each one we learn a little more about ourselves, what we create and how we collaborate.
It is true that each seed we plant has the opportunity to bloom into something great but in my mind, it is important to stay in the moment and love the act of planting the seed itself.
That is to say, enjoy the process of creating.
Enjoy the process of collaboration.
Enjoy creating art simply for the act of creating it.
Each project is an experience that stays with you in some way.
It continues to shape and mold you whether you realize it or not.
Though not every project grows, with the right mindset, we do and we can shape ourselves into something
stronger, kinder and more open to what the universe has in store for us next.