Academia

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

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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


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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.