ABOUT ME
Senior Systems Designer with 26+ years of experience shipping critically acclaimed AAA open-world, action, and tactical shooters (Avatar: Frontiers of Pandora, Splinter Cell, The Crew). Proven expertise in designing complex ecosystem AI, emergent gameplay mechanics, and proprietary internal design tools. Adept at cross-studio co-development and mentoring high-performing design teams from the ground up.
SKILLS & CORE COMPETENCIES
- Engines & Tools: Unreal Engine 4/5, Snowdrop, Unity, Dunia
- Code & Scripting: UE Blueprints, Snowdrop Node-Graphs, C# (Gameplay Logic), XML. Experience using LLM-assisted scripting & code generation.
- AI & Systemic Design: Behavior Trees, Open-World Spawning Systems, NPC Combat Archetypes, Group AI Behavior, Game Balancing.
- Procedural Systems: Spline-Based Generation, Runtime Mesh Creation, Object Scattering, BSP
- Tools & UI Design: Custom Tool Pipelines (Design/QA), UI Layout & Wireframing.
- Leadership: Team Management, Mentorship, Recruitment, Cross-Studio Co-Development.
WORK EXPERIENCE
UBISOFT SHANGHAI
2011 – Present
- Designed a procedural cave-generation framework in UE5
- Set up enemy AI with Unreal Behavior Trees
- Leveraged AI-assisted development workflows
- Owned the wildlife spawning and population system
- Designed the main game’s air-to-ground and the new air-to-air combat AI
- Designed custom internal tools including the nightly spawn tests
- Designed the wildlife nightly spawn tests
Stormregion
2004 – 2008
- Codename: Panzers Series (Phase Two, Three, Cold War) (PC)
- Coordinated the design team and oversaw all game and level design documentation.
- Took core mechanics from the older games, built playable prototypes to test new ideas, and wrote the GDDs to guide the dev team.
- Built an XML-based, multi-resolution UI using our in-house editor tools.