Certified Scrum Master with extensive CGI pipelines and game development workflow experience

Pixelsubs/2k Games – Vancouver

2022 – Present

CO-DEV PRODUCER – Serving as a support pillar for the art team, assisting the Art Director by maintaining effective communication and organization with co-dev and outsourced asset creation.

Proactively driving successful development, through scoping, allocating and tracking asset and feature creation as it relates to the art department. Fostering a positive environment for a diverse team of artists.


Ludia – Montreal

2019 – 2022

DEVELOPMENT DIRECTOR – Managing the daily operations of the game team. Working directly with the Product Owner focusing on tactical project management, including sprint management, tracking dev tasks, organizing standups, and running playtests.

Guiding feature development, prioritizing tasks, managing risks and ensuring timely and quality delivery while fostering relationships with teams and stakeholders.


Ubisoft – Toronto

2017 – 2019

PRODUCTION MANAGER – Responsible for the hiring, managing and well-being of the Lighting, Branding, Biomes and Procedural Tools departments. Driving these teams to meet project milestones while upholding pre-established quality targets.

Setting a clear vision for my area of focus, establishing a long-term roadmap, creating schedules, and defining development strategies and budgets.


Ubisoft – Montreal

2015 – 2017

PRODUCTION MANAGER – Responsible for establishing quality consistency of outsourced art, as established by the project art direction. Creating briefs and organized packages for external production.

Managing outsourcing communication and maintaining vendor relationships, establishing the scope and upholding the quality targets of external art asset creation in alignment with project goals.


Capcom – Vancouver

2012 – 2015

OUTSOURCE MANAGER – Responsible for leading and documenting quality control reviews, collaborating with our internal art team to provide accurate, positive and critical feedback to our outsourcing partners.

Establishing the scope of external art teams, creating roadmaps, schedules, deliverables, and key milestones. Upholding quality targets, and fostering collaborative communication with vendors.


United Front Games – Vancouver

2008 – 2012

ART PRODUCTION MANAGER – Leading game production planning using Agile processes, Sprint planning, schedule building and establishing production roadmaps.

Fostering collaboration and problem-solving across diverse teams of programmers, artists, designers, and actively contributing to art critiques, and reviews to enhance the creative processes.


Rebellion – Derby, UK

2006 – 2008

SENIOR ENVIRONMENT ARTIST – Producing high-quality benchmark content, focusing on conveying depth and storytelling in level composition.

Deconstructing concept art into efficient asset lists, overseeing internal and external artists, implementing workflow improvements, maintaining best practices, and mentoring junior/intermediate artists to ensure a collaborative and high-performing team.


Deadline Games – Copenhagen

2003 – 2006

SENIOR ENVIRONMENT ARTIST – Working closely with the Art Director and Environment Lead, incorporating their feedback to create immersive environments.

Collaborating with a team of world builders to model detailed environment geometry from initial block-outs to finished states, while also skilfully UV mapping and painting custom textures to enhance the visual appeal of our levels.


Core Design – Derby, UK

2000 – 2003

ENVIRONMENT ARTIST –  Specializing in environmental modelling, texturing and lighting for video games, I have crafted visually stunning and immersive virtual worlds that enhanced the player’s gaming experience.

Leveraging my expertise in industry-standard software and digital artistic techniques, has resulted in the successful integration of my environments into triple A, critically acclaimed video game titles.


All Things Design

Pitch slides for movie projects.

AI generated “Cabincore” project.

My photography projects.