Senior Game Designer & Creative Director (28 Years Experience)
I am an accomplished Creative Director and Senior Game Designer with 28 years of experience translating high-level vision into memorable interactive experiences across AAA, AA, and indie environments. While I’ve guided large-scale digital productions, my core strength lies in the technical rigor and discipline needed to define, structure, and systematically balance complex gameplay mechanics.
For this dark fantasy card/board game, I bring proven expertise in creating clear, comprehensive Game Design Documents (GDDs), refining core gameplay loops, and ensuring strategic depth and fairness are baked into the system. I excel at bridging narrative themes with accessible mechanics, guaranteeing the final documentation is polished, professional, and submission-ready for publishers. This systematic approach is further fortified by my background as a Senior Narrative Director (worldbuilding, lore, character) and a dedicated UX Specialist, ensuring that complexity always translates into compelling player experience and impeccably clear documentation.
I thrive on turning ambitious ideas into tangible, balanced systems; to structure your game for success.
Experience Level
Language
Work Experience
Education
Qualifications
Industry Experience
- Winner, Outstanding Pre‑Rendered Visuals in a Video Game
- Won two awards: for the “Palace Balcony” cinematic and “The Battle” cinematic
- Nominee, Adventure Game of the Year
- Nominee, Outstanding Achievement in Animation
- Nominee, Outstanding Character Performance – Female
- Multiple nominations, including:
- Outstanding Direction in a Game Cinema
- Camera Direction in a Game Engine
- Outstanding Costume Design
- Outstanding Control Precision
- Outstanding Franchise Adventure Game
- Animation in a Game Cinema
- Nominee, Action/Adventure Game of the Year
- Nominee, Outstanding Achievement in Animation
- Nominee, Outstanding Character Performance – Female
Prince of Persia: The Two Thrones
Action-Adventure video game developed and published by Ubisoft Montreal. It was released in December, 2005 in North America for the Xbox, Microsoft Windows, PlayStation 2, and the Nintendo GameCube.
POP: The Two Thrones marked the third and final chapter for The Sands of Time saga, until the release of prequel The Forgotten Sands.
I contributed to the Level Design and in-game event scripting for this AAA action-adventure.
Awards
Visual Effects Society (VES) Awards – 2006
D.I.C.E. Awards (9th Annual, 2006)
National Academy of Video Game Trade Reviewers (NAVGTR) – 2005
Interactive Achievement Awards (IAAs, now D.I.C.E.) – 2006
Ubisoft Store: [Prince of Persia: The Two Thrones Standard Edition](https://www.twine.net/signin
- Best Action/Adventure Game, Game Critics Awards (2004, PC category) – Winner
- D.I.C.E. Award – Action/Adventure Game of the Year (2005) – Nominated
- D.I.C.E. Award – Outstanding Achievement in Sound Design (2005) – Finalist, which went to God of War
- At the 9th Annual Interactive Achievement Awards (2006), it was nominated in three categories:
- Action/Adventure Game of the Year
- Outstanding Achievement in Sound Design
- Outstanding Character Performance – Male (Michael Ironside as Sam Fisher)
Tom Clancy’s Splinter Cell: Chaos Theory
The third of the Splinter Cell series. Was available originally on PC, Xbox, PS2 and GameCube.
Experience one of the most critically acclaimed stealth-action games of all time. Uncover a conspiracy that hits close to home and stop World War III.
I contributed as a Marketing Artist responsible for game capture, visual design, and promotional media. I have led innovative interactive experience around the game for the specialized media, offering a different approach to game marketing, and web interactivity.
Awards
Academy of Interactive Arts & Sciences (formerly AIAS)
Ubisoft Store: [Tom Clancy’s Splinter Cell: Chaos Theory - Standard Edition](https://www.twine.net/signin
- The ultimate predator evolves: Become stronger, faster and more powerful than ever with new and enhanced feral abilities.
- Power new weapons and vehicles: Destroy enemies with poisonous darts, Molotov cocktails and explosive pipe bombs. Take control of powerful new vehicles like pirate sampan boats, armored technical pickup-trucks and heavy transport trucks.
- Build an online paradise: Create custom maps to play and share on Xbox Live - backwards compatible with the original Far Cry Instincts.
- Updated and more customizable multiplayer: Includes the new “Seek and Secure” mode, as well as classic multiplayer modes – Chaos, Team Chaos, Steal the Sample and Predator.
Far Cry Instinct Evolution
Jack Carver thought he’d found paradise. But when a gorgeous woman draws him in on a dangerous heist, their sun drenched days take a chilling turn. Hunted for a murder he didn’t commit, Jack must draw on his most savage instincts to make his predators his prey.
I contributed as a Level Designer and Scripter for the Xbox release.
On Gamespot: [Far Cry Instinct Evolution (Xbox)](https://www.twine.net/signin
Zombie Piñata
Mobile Action packed game for iOS. Fight your way through over 30 stages of pure madness while fighting the piñatas turning into Zombies. Find their lair deep in the Mayan archeological site, and face the biggest of them all: Piñaton!
Handled creative direction, team leadership, and project coordination.
Sins of a Dark Age
Ironclad Games, the creators of the critically acclaimed Sins of a Solar Empire, developed Sins of a Dark Age a MOBA. The game takes place in a Medieval Dark Fantasy setting.
Developed art assets and multimedia content for this MOBA experience by Ironclad Games.
Former Store Page on Steam: [Sins of a Dark Age](https://www.twine.net/signin
MechWarrior Online
MechWarrior Online is a free-to-play vehicle simulation video game, officially launched during September 2013 by Piranha Games for Microsoft Windows. The game takes place within the larger BattleTech universe.
Supported visual content creation and integration for this massive multiplayer online Battle Mech title.
Official Website: [MechWarrior Online](https://www.twine.net/signin
MechWarrior Tactics
MechWarrior Tactics allows players the freedom to collect and purchase combat and cosmetic resources to outfit each Battlemech and assemble a Lance of four. Master each ‘Mech Chassis, perfect insidious tactical maneuvers and develop endless new configurations in your Mechbay.
Browser-based game made with Unity.
Supported visual content creation and integration for this tactical online strategy title.
On IGN: [MechWarrior Tactics](https://www.twine.net/signin
Wild Fury: Nature’s Revenge
Full Development Service for Moose Game Studio.
Tower Defense & Auto-Battler with cross-platform compatibility between iOS and Android.
Based on and inspired by nature’s and a fictional native american theme.
Directed production, account management, game design and UX design.
Redshift: The Ascension
Redshift: The Ascension is an Episodic Action RPG prototype, using an advanced AI system.
A realistic sci-fi universe based on scientific facts and theories.
Directed narrative, game design, production, and innovation in combat systems. I also played a key role in the design of the AI solution.
The Infiltrator’s Code
Third-person, story-driven sci-fi action-adventure with community-driven modding features.
I led the early design, world building, and creative/business strategies from scratch, which are now ready for production.
- Best in Play Winner - GDC 2022
Heroes of the Dark Prophecy
Medieval Dark Fantasy Narrative-driven Action-RPG inspired by classic tabletop games.
Project Description
The game offers a deep, story-driven experience where you’ll face formidable foes, make critical decisions, and deal with the consequences of your actions.
Directed creative design, worldbuilding, narrative design, mocap sessions, and player-driven branching storylines.
Awards
Featured during the 10th Anniversary of The Mix (GDC and Game Connection 2022)
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