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Work Experience

View my credits on Moby Games 

Environment Art Lead, Microsoft - Turn 10 Studios                                                      Dec 2021 – Present

Redmond, Washington, USA

Lead Artist, Ubisoft Toronto                                                                                Dec 2016 – Dec 2021

Toronto, Canada


Far Cry 6 (PS5, PS4, XBOX S/X, STADIA)



  • Managed a multi-disciplinary team of 7-9 model and level artists with varying levels of experience

  • Worked closely with AAD, AD to evolve and fine tune the creative and artistic vision and maintained high quality standards throughout the team

  • Collaborated with cross-functional departments to establish needs and understand constraints. Problem-solved and troubleshot blockers and addressed concerns ahead of time.

  • Prototyped and benchmarked high profile areas, documented processes for distribution to all stakeholders

  • Worked with PMs to track development progress and optimize workflow and production

  • Created 3D and 2D assets for set dressing and branding needs

  • Developed style guides for internal teams and external partners for pitch presentations

  • Encouraged and motivated team members through weekly stand-ups, one-on-one chats and career development meetings to support their development

  • Served as an ambassador for Ubisoft Toronto for both internal and external-facing affairs: student-mentoring program in local schools, being part of a panel of judges at the annual Ubisoft NXT showcase and internal committee to improve culture and diversity



Co-owner / Graphic Designer, Poke Five                                                                   Oct 2017 – Present

Vancouver, BC


Art Direction and Graphic Designer

  • Brand direction and content creation for various media including but not limited to:

Website design, digital and print media for advertising, social media content, menu boards and business cards

  • Photography for website and social media content



Sr. Environment Artist, Warner Bros. Games                                                        Aug 2015 – Dec 2016

Montreal, QC


Unannounced next-gen title (PS4, XBOX One)

  • Benchmarked 3D assets for in-house testing and outsource documentation

  • Acted as pod leader - oversaw 3 level artists and supervised them to push art quality and exceed expectations of art direction

  • Built assets and level art using the Unreal 3 engine

  • Created documentation of workflow pipelines for other artists



Level Artist, Eidos Montreal - Square Enix                                                            Sep 2012 – Aug 2015

Montreal, QC


Deux Ex Mankind Divided (PS4, XBOX ONE, PC)

  • Responsible for building full maps using a PBR engine

  • Developed organic and inorganic structures and environments

  • Took ownership of the map and collaborated with level designers to problem-solve, troubleshoot and brainstorm new ideas

  • Created new techniques to stay current and increase productivity



CG Generalist, Goldtooth Creative                                                                      Apr 2012 – Sep 2012

Vancouver, BC


Forza Horizon and Batman Arkham Origins

  • Created high resolution 3D assets (cinematics)

  • Responsible for creating materials and textures for surfacing needs

  • Rendered and lit assets using sIBL and Mental Ray

  • Conducted experiments in Nuke for doing test composites



Environment Artist, Slant Six Games                                                                    Sep 2008 – Apr 2012

Vancouver, BC


Resident Evil Operation Raccoon City (PS3, X360, PC)

Socom Fire Team Bravo 3 (PSP)

  • Developed benchmark assets for both in house and external use

  • Responsible for the vehicle creation workflow for RE:ORC

  • Created modular buildings and sewer tile-sets

  • Researched new software and techniques to stay current and increase productivity



Vehicle Artist, Radical Entertainment                                                                   Sep 2007 – Sep 2008

Vancouver, BC


Unannounced next gen title (PS3, X360, PC)

  • Produced high resolution vehicles and weapon models for high-low normal map bakes on lower resolution meshes

  • Supported the modular vehicle creation workflow

  • Worked with Technical Director to rig and animate real-time damage for vehicles using blend shapes

  • Provided art support for the environment team



Junior Artist, Electronic Arts Canada                                                                    Apr 2007 – Sep 2007

Vancouver, BC


EA Playground (Nintendo Wii)

Need For Speed ProStreet (PSP)

  • Collaborated closely with concept artists on texturing techniques

  • Painted concept characters for unannounced NDS title

  • Assisted with content creation to a wide range of SKUs

  • Worked on EA Playground with the environment team




Teaching Experience

Part-Time Instructor, BCIT Digital Arts Program                                                       Sep 2007 – Sep 2012

Vancouver, BC


Maya, Photoshop and Portfolio courses (British Columbia Institute of Technology)

  • Created course syllabus

  • Provided live demos of common and advanced techniques using a variety of software

  • Reviewed and provided feedback for student assignments

  • Offered ideas and constructive feedback to help shape student final demo reels




British Columbia Institute of Technology (BCIT)                                                       Apr 2006 – Apr 2007

Digital Animation, Management Certificate

  • Fundamentals of 3D content creation

  • Nominated for the 2007 Governor’s Award for Excellence

  • Schoolwork featured in 2018 admissions brochure and multi-channel advertising of Xplora Design Skool (India)




Van Arts (Vancouver Institute of Media Arts)                                                          Sep 2005-- Sep 2006


  • Introduction to Maya and 3D art creation

  • Comic Book Production

  • Still life and life drawing



Skills & Software

3D Studio Max & Maya, Marvelous Designer, ModBox, KeyShot, Adobe Photoshop

3D modeling, world building, level art, texture creation, lighting, concept designs, game pipeline creation and development, optimization, branding, graphic design

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