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Job: Level Design / Scripting / Technical Director

After shipping Splinter Cell Conviction I moved to Toronto to assist with opening Ubisoft’s new studio.

I joined as a Level Designer on the Splinter Cell Core Team, and after building most of our gameplay prototypes and the E3 map, I was promoted to Design Technical Director.

As a Design Technical Director my responsibilities also included writing the Level Design Guidelines for the project, from our metric system, to navigation rules and game scripting.
I was also called upon when a specific map needs help achieving a higher level of quality.

Release Date: August 20th 2013

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