Text

Far Cry 6 : Lost Between Worlds (2022)
Level Designer, Ubisoft Toronto
At Ubisoft Toronto, we were tasked with creating unique scenarios within the confines of what exists in FC6 for its final expansion. I was the level designer on Surging Shard, one of the levels (known as Rifts) in the DLC.
For this level, I took the lead on conception, design documentation, layout, iteration, combat design, scripting, and playtesting/polishing. We had a very large constraint on this project: to create new and unique gameplay scenarios while using mainly the systems and assets that already existed in the base game. We had to create layouts using existing assets, which became way more restrictive than simply greyboxing.
I had to work closely with my level artist and art direction to figure out the thematic for our level. Ultimately, my layouts dictated what the art direction became. Based on the assets I had chosen to work with, we landed on a series of ethereal crystal gardens and courtyards.
The other big challenge was to create a unique gameplay loop that was different than the base game but also different from the other levels in the DLC. Through intense iteration, we landed on a gameplay loop where the player had to stay within a few predefined zones and fill up an invisible meter while defending against very aggressive enemies.
youtube
Playthrough from soccerTil1108
0 notes
Text

Far Cry 6 (2021)
Level Designer, Ubisoft Toronto
At Ubisoft Toronto, I worked on several missions as a Level Designer for Far Cry 6. My main responsibilities included mission design, combat design, narrative design, layout design, scripting and balancing. Below are two of the main missions I took the lead on.
youtube
Intervention
In this mission, the player is tasked with finding their friend Bicho through searching for clues at specific locations. In one of the locations, I designed a hostage situation outside of a warehouse. I scripted the situation with various outcomes leading you to a clue. In another location, I designed the area to be an aftermath of a situation Bicho got himself into. I scripted several situations for environmental storytelling in the area.
Along with these uniquely scripted moments, I collaborated with our level artists on the layout of the locations to better support the gameplay for the mission.
youtube
Firebrand
In this mission, the player is tasked with vandalizing property owned by one of the antagonists (the Marquessa). I hand placed all the billboards around the open world with balance and player leading in mind. I tuned the layout and combat in the distillery along with scripting several NPC moments (soldiers getting drunk in back areas).
Throughout production, I had the opportunity to redesign the final location of this mission: a plaza with a monumental statue of the main antagonist, Antón Castillo. Collaborating heavily with our level artist, we took a fairly generic looking plaza and transformed it into an architecturally unique landscape, atypical of the rest of the open world.
-
Near the end of production I inherited a few missions, refining the experience before ship. For those missions, I focused on narrative and character moments, creating better and seamless interactions with Quest Givers and NPCs:
youtube
youtube
All playthroughs are from WoWQuests
0 notes
Text

CGMA Level Design Course
Selection of work from the “Level Design for Games” course through CGMA
2021



0 notes
Text

Interactive School Demo
An interactive architectural walkthrough of a school created for a client. Built in Unity.
2014


0 notes
Text

Chapel in Cambridge
Comprehensive Building Design : Final project for Honours Bachelor of Architectural Studies at the University of Waterloo
The chapel is a place of reflection. It is a journey that separates the individual from the exterior and transitions them towards a space that reaches the sublime. The end location is that of a chamber grotto removed from any perceived connotations of the exterior and allows for peace of mind.
2012




0 notes
Text

Chair : Design / Build
Design inspired by Roger Federer and the art of tennis
2009



0 notes
Text

Chora : Performance / Installation
An abstract production on the story of the Flight of Icarus
Lighting, 2008





0 notes
Text

Scale Models
Selection of various physical models created with a variety of materials


0 notes