Hi, I'm Jean April
Hi, I'm Jean April
Hi, I'm Jean April
I design and build AAA gameplay.
I design and build AAA gameplay.
I design and build AAA gameplay.
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The latest game I shipped is :
My Role : Designed 3Cs and Weapons
Released : January 2023
Genre : Survival Horror (3rd person Shooter)
Mode : Single-player
Metacritic : 89%
Platforms : PC | PS5 | Xbox S / X
OWNERSHIP
Owned all the Core Player features :
Navigation (Ground, 0G*),
Controls,
Camera,
Weapons & Upgrades,
Health,
Suits,
Powers (Stasis, Kinesis)*,
and Abilities (Melee, Stomp)*.
*I got these features to
~ Alpha but another designer finished them.
THINKING
MANDATE
Offer the player a core gameplay experience that feels authentic to the original, but modernized.
STRATEGY
Make navigation and controls more responsive (à la Dead Space 2).
Keep weapon main fire modes as-is, but add new secondary fire modes that enable crowd control.
METHOD
Reverse-engineer core gameplay by playing the original game and by mining the web.
IN-ENGINE
Examples of in-engine work I've done :
Tuned 3Cs, Weapons & their upgrades.
Implemented 'Hand Cannon' easter egg weapon.
Curated gameplay gym ; a centralized testing hub for all gameplay features.
Prototyped then implemented 'Goo' data prefabs to enable Level Designers to create 'Goo' networks.
Scripted logic to activate the Ice shader on the player's suit to freeze it when they are in 0G sections and melt it when they exit.
Created script interface to expose shader parameters to artists so they could procedurally animate the built-in lights on the Player's armors.
My Role : Designed 3Cs and Weapons
Released : January 2023
Genre : Survival Horror (3rd person Shooter)
Mode : Single-player
Metacritic : 89%
Platforms : PC | PS5 | Xbox S / X
OWNERSHIP
Owned all the Core Player features :
Navigation (Ground, 0G*),
Controls,
Camera,
Weapons & Upgrades,
Health,
Suits,
Powers (Stasis, Kinesis)*,
and Abilities (Melee, Stomp)*.
*I got these features to
~ Alpha but another designer finished them.
THINKING
MANDATE
Offer the player a core gameplay experience that feels authentic to the original, but modernized.
STRATEGY
Make navigation and controls more responsive (à la Dead Space 2).
Keep weapon main fire modes as-is, but add new secondary fire modes that enable crowd control.
METHOD
Reverse-engineer core gameplay by playing the original game and by mining the web.
IN-ENGINE
Examples of in-engine work I've done :
Tuned 3Cs, Weapons & their upgrades.
Implemented 'Hand Cannon' easter egg weapon.
Curated gameplay gym ; a centralized testing hub for all gameplay features.
Prototyped then implemented 'Goo' data prefabs to enable Level Designers to create 'Goo' networks.
Scripted logic to activate the Ice shader on the player's suit to freeze it when they are in 0G sections and melt it when they exit.
Created script interface to expose shader parameters to artists so they could procedurally animate the built-in lights on the Player's armors.
My Role : Designed 3Cs and Weapons
Released : January 2023
Genre : Survival Horror (3rd person Shooter)
Mode : Single-player
Metacritic : 89%
Platforms : PC | PS5 | Xbox S / X
OWNERSHIP
Owned all the Core Player features :
Navigation (Ground, 0G*),
Controls,
Camera,
Weapons & Upgrades,
Health,
Suits,
Powers (Stasis, Kinesis)*,
and Abilities (Melee, Stomp)*.
*I got these features to
~ Alpha but another designer finished them.
THINKING
MANDATE
Offer the player a core gameplay experience that feels authentic to the original, but modernized.
STRATEGY
Make navigation and controls more responsive (à la Dead Space 2).
Keep weapon main fire modes as-is, but add new secondary fire modes that enable crowd control.
METHOD
Reverse-engineer core gameplay by playing the original game and by mining the web.
IN-ENGINE
Examples of in-engine work I've done :
Tuned 3Cs, Weapons & their upgrades.
Implemented 'Hand Cannon' easter egg weapon.
Curated gameplay gym ; a centralized testing hub for all gameplay features.
Prototyped then implemented 'Goo' data prefabs to enable Level Designers to create 'Goo' networks.
Scripted logic to activate the Ice shader on the player's suit to freeze it when they are in 0G sections and melt it when they exit.
Created script interface to expose shader parameters to artists so they could procedurally animate the built-in lights on the Player's armors.
My Role : Designed 3Cs and Weapons
Released : January 2023
Genre : Survival Horror (3rd person Shooter)
Mode : Single-player
Metacritic : 89%
Platforms : PC | PS5 | Xbox S / X
OWNERSHIP
Owned all the Core Player features :
Navigation (Ground, 0G*),
Controls,
Camera,
Weapons & Upgrades,
Health,
Suits,
Powers (Stasis, Kinesis)*,
and Abilities (Melee, Stomp)*.
*I got these features to
~ Alpha but another designer finished them.
THINKING
MANDATE
Offer the player a core gameplay experience that feels authentic to the original, but modernized.
STRATEGY
Make navigation and controls more responsive (à la Dead Space 2).
Keep weapon main fire modes as-is, but add new secondary fire modes that enable crowd control.
METHOD
Reverse-engineer core gameplay by playing the original game and by mining the web.
IN-ENGINE
Examples of in-engine work I've done :
Tuned 3Cs, Weapons & their upgrades.
Implemented 'Hand Cannon' easter egg weapon.
Curated gameplay gym ; a centralized testing hub for all gameplay features.
Prototyped then implemented 'Goo' data prefabs to enable Level Designers to create 'Goo' networks.
Scripted logic to activate the Ice shader on the player's suit to freeze it when they are in 0G sections and melt it when they exit.
Created script interface to expose shader parameters to artists so they could procedurally animate the built-in lights on the Player's armors.
OVERVIEW
OWNERSHIP
THINKING
IN-ENGINE
My Role : Designed 3Cs and Weapons
Released : January 2023
Genre : Survival Horror (3rd person Shooter)
Mode : Single-player
Metacritic : 89%
Platforms : PC | PS5 | Xbox S / X
"[...] combat remains uniquely gratifying and the reworked weapons only improve its limb-dismembering action.
"[...] combat remains uniquely gratifying and the reworked weapons only improve its limb-dismembering action.
"Secondary fire modes give you extra strategic options and room to experiment."
"Secondary fire modes give you extra strategic options and room to experiment."
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My Role : Designed 3Cs and Weapons
Released : January 2023
Genre : Survival Horror (3rd person Shooter)
Mode : Single-player
Metacritic : 89%
Platforms : PC | PS5 | Xbox S / X
OWNERSHIP
Owned all the Core Player features :
Navigation (Ground, 0G*),
Controls,
Camera,
Weapons & Upgrades,
Health,
Suits,
Powers (Stasis, Kinesis)*,
and Abilities (Melee, Stomp)*.
*I got these features to
~ Alpha but another designer finished them.
THINKING
MANDATE
Offer the player a core gameplay experience that feels authentic to the original, but modernized.
STRATEGY
Make navigation and controls more responsive (à la Dead Space 2).
Keep weapon main fire modes as-is, but add new secondary fire modes that enable crowd control.
METHOD
Reverse-engineer core gameplay by playing the original game and by mining the web.
IN-ENGINE
Examples of in-engine work I've done :
Tuned 3Cs, Weapons & their upgrades.
Implemented 'Hand Cannon' easter egg weapon.
Curated gameplay gym ; a centralized testing hub for all gameplay features.
Prototyped then implemented 'Goo' data prefabs to enable Level Designers to create 'Goo' networks.
Scripted logic to activate the Ice shader on the player's suit to freeze it when they are in 0G sections and melt it when they exit.
Created script interface to expose shader parameters to artists so they could procedurally animate the built-in lights on the Player's armors.
My Role : Designed 3Cs and Weapons
Released : January 2023
Genre : Survival Horror (3rd person Shooter)
Mode : Single-player
Metacritic : 89%
Platforms : PC | PS5 | Xbox S / X
OWNERSHIP
Owned all the Core Player features :
Navigation (Ground, 0G*),
Controls,
Camera,
Weapons & Upgrades,
Health,
Suits,
Powers (Stasis, Kinesis)*,
and Abilities (Melee, Stomp)*.
*I got these features to
~ Alpha but another designer finished them.
THINKING
MANDATE
Offer the player a core gameplay experience that feels authentic to the original, but modernized.
STRATEGY
Make navigation and controls more responsive (à la Dead Space 2).
Keep weapon main fire modes as-is, but add new secondary fire modes that enable crowd control.
METHOD
Reverse-engineer core gameplay by playing the original game and by mining the web.
IN-ENGINE
Examples of in-engine work I've done :
Tuned 3Cs, Weapons & their upgrades.
Implemented 'Hand Cannon' easter egg weapon.
Curated gameplay gym ; a centralized testing hub for all gameplay features.
Prototyped then implemented 'Goo' data prefabs to enable Level Designers to create 'Goo' networks.
Scripted logic to activate the Ice shader on the player's suit to freeze it when they are in 0G sections and melt it when they exit.
Created script interface to expose shader parameters to artists so they could procedurally animate the built-in lights on the Player's armors.
My Role : Designed 3Cs and Weapons
Released : January 2023
Genre : Survival Horror (3rd person Shooter)
Mode : Single-player
Metacritic : 89%
Platforms : PC | PS5 | Xbox S / X
OWNERSHIP
Owned all the Core Player features :
Navigation (Ground, 0G*),
Controls,
Camera,
Weapons & Upgrades,
Health,
Suits,
Powers (Stasis, Kinesis)*,
and Abilities (Melee, Stomp)*.
*I got these features to
~ Alpha but another designer finished them.
THINKING
MANDATE
Offer the player a core gameplay experience that feels authentic to the original, but modernized.
STRATEGY
Make navigation and controls more responsive (à la Dead Space 2).
Keep weapon main fire modes as-is, but add new secondary fire modes that enable crowd control.
METHOD
Reverse-engineer core gameplay by playing the original game and by mining the web.
IN-ENGINE
Examples of in-engine work I've done :
Tuned 3Cs, Weapons & their upgrades.
Implemented 'Hand Cannon' easter egg weapon.
Curated gameplay gym ; a centralized testing hub for all gameplay features.
Prototyped then implemented 'Goo' data prefabs to enable Level Designers to create 'Goo' networks.
Scripted logic to activate the Ice shader on the player's suit to freeze it when they are in 0G sections and melt it when they exit.
Created script interface to expose shader parameters to artists so they could procedurally animate the built-in lights on the Player's armors.
My Role : Designed 3Cs and Weapons
Released : January 2023
Genre : Survival Horror (3rd person Shooter)
Mode : Single-player
Metacritic : 89%
Platforms : PC | PS5 | Xbox S / X
OWNERSHIP
Owned all the Core Player features :
Navigation (Ground, 0G*),
Controls,
Camera,
Weapons & Upgrades,
Health,
Suits,
Powers (Stasis, Kinesis)*,
and Abilities (Melee, Stomp)*.
*I got these features to
~ Alpha but another designer finished them.
THINKING
MANDATE
Offer the player a core gameplay experience that feels authentic to the original, but modernized.
STRATEGY
Make navigation and controls more responsive (à la Dead Space 2).
Keep weapon main fire modes as-is, but add new secondary fire modes that enable crowd control.
METHOD
Reverse-engineer core gameplay by playing the original game and by mining the web.
IN-ENGINE
Examples of in-engine work I've done :
Tuned 3Cs, Weapons & their upgrades.
Implemented 'Hand Cannon' easter egg weapon.
Curated gameplay gym ; a centralized testing hub for all gameplay features.
Prototyped then implemented 'Goo' data prefabs to enable Level Designers to create 'Goo' networks.
Scripted logic to activate the Ice shader on the player's suit to freeze it when they are in 0G sections and melt it when they exit.
Created script interface to expose shader parameters to artists so they could procedurally animate the built-in lights on the Player's armors.
The latest game I shipped is :
My Role : Designed 3Cs and Weapons
Released : January 2023
Genre : Survival Horror (3rd person Shooter)
Mode : Single-player
Metacritic : 89%
Platforms : PC | PS5 | Xbox S / X
OWNERSHIP
Owned all the Core Player features :
Navigation (Ground, 0G*),
Controls,
Camera,
Weapons & Upgrades,
Health,
Suits,
Powers (Stasis, Kinesis)*,
and Abilities (Melee, Stomp)*.
*I got these features to
~ Alpha but another designer finished them.
THINKING
MANDATE
Offer the player a core gameplay experience that feels authentic to the original, but modernized.
STRATEGY
Make navigation and controls more responsive (à la Dead Space 2).
Keep weapon main fire modes as-is, but add new secondary fire modes that enable crowd control.
METHOD
Reverse-engineer core gameplay by playing the original game and by mining the web.
IN-ENGINE
Examples of in-engine work I've done :
Tuned 3Cs, Weapons & their upgrades.
Implemented 'Hand Cannon' easter egg weapon.
Curated gameplay gym ; a centralized testing hub for all gameplay features.
Prototyped then implemented 'Goo' data prefabs to enable Level Designers to create 'Goo' networks.
Scripted logic to activate the Ice shader on the player's suit to freeze it when they are in 0G sections and melt it when they exit.
Created script interface to expose shader parameters to artists so they could procedurally animate the built-in lights on the Player's armors.
My Role : Designed 3Cs and Weapons
Released : January 2023
Genre : Survival Horror (3rd person Shooter)
Mode : Single-player
Metacritic : 89%
Platforms : PC | PS5 | Xbox S / X
OWNERSHIP
Owned all the Core Player features :
Navigation (Ground, 0G*),
Controls,
Camera,
Weapons & Upgrades,
Health,
Suits,
Powers (Stasis, Kinesis)*,
and Abilities (Melee, Stomp)*.
*I got these features to
~ Alpha but another designer finished them.
THINKING
MANDATE
Offer the player a core gameplay experience that feels authentic to the original, but modernized.
STRATEGY
Make navigation and controls more responsive (à la Dead Space 2).
Keep weapon main fire modes as-is, but add new secondary fire modes that enable crowd control.
METHOD
Reverse-engineer core gameplay by playing the original game and by mining the web.
IN-ENGINE
Examples of in-engine work I've done :
Tuned 3Cs, Weapons & their upgrades.
Implemented 'Hand Cannon' easter egg weapon.
Curated gameplay gym ; a centralized testing hub for all gameplay features.
Prototyped then implemented 'Goo' data prefabs to enable Level Designers to create 'Goo' networks.
Scripted logic to activate the Ice shader on the player's suit to freeze it when they are in 0G sections and melt it when they exit.
Created script interface to expose shader parameters to artists so they could procedurally animate the built-in lights on the Player's armors.
My Role : Designed 3Cs and Weapons
Released : January 2023
Genre : Survival Horror (3rd person Shooter)
Mode : Single-player
Metacritic : 89%
Platforms : PC | PS5 | Xbox S / X
OWNERSHIP
Owned all the Core Player features :
Navigation (Ground, 0G*),
Controls,
Camera,
Weapons & Upgrades,
Health,
Suits,
Powers (Stasis, Kinesis)*,
and Abilities (Melee, Stomp)*.
*I got these features to
~ Alpha but another designer finished them.
THINKING
MANDATE
Offer the player a core gameplay experience that feels authentic to the original, but modernized.
STRATEGY
Make navigation and controls more responsive (à la Dead Space 2).
Keep weapon main fire modes as-is, but add new secondary fire modes that enable crowd control.
METHOD
Reverse-engineer core gameplay by playing the original game and by mining the web.
IN-ENGINE
Examples of in-engine work I've done :
Tuned 3Cs, Weapons & their upgrades.
Implemented 'Hand Cannon' easter egg weapon.
Curated gameplay gym ; a centralized testing hub for all gameplay features.
Prototyped then implemented 'Goo' data prefabs to enable Level Designers to create 'Goo' networks.
Scripted logic to activate the Ice shader on the player's suit to freeze it when they are in 0G sections and melt it when they exit.
Created script interface to expose shader parameters to artists so they could procedurally animate the built-in lights on the Player's armors.
My Role : Designed 3Cs and Weapons
Released : January 2023
Genre : Survival Horror (3rd person Shooter)
Mode : Single-player
Metacritic : 89%
Platforms : PC | PS5 | Xbox S / X
OWNERSHIP
Owned all the Core Player features :
Navigation (Ground, 0G*),
Controls,
Camera,
Weapons & Upgrades,
Health,
Suits,
Powers (Stasis, Kinesis)*,
and Abilities (Melee, Stomp)*.
*I got these features to
~ Alpha but another designer finished them.
THINKING
MANDATE
Offer the player a core gameplay experience that feels authentic to the original, but modernized.
STRATEGY
Make navigation and controls more responsive (à la Dead Space 2).
Keep weapon main fire modes as-is, but add new secondary fire modes that enable crowd control.
METHOD
Reverse-engineer core gameplay by playing the original game and by mining the web.
IN-ENGINE
Examples of in-engine work I've done :
Tuned 3Cs, Weapons & their upgrades.
Implemented 'Hand Cannon' easter egg weapon.
Curated gameplay gym ; a centralized testing hub for all gameplay features.
Prototyped then implemented 'Goo' data prefabs to enable Level Designers to create 'Goo' networks.
Scripted logic to activate the Ice shader on the player's suit to freeze it when they are in 0G sections and melt it when they exit.
Created script interface to expose shader parameters to artists so they could procedurally animate the built-in lights on the Player's armors.
OVERVIEW
OWNERSHIP
THINKING
IN-ENGINE
My Role : Designed 3Cs and Weapons
Released : January 2023
Genre : Survival Horror (3rd person Shooter)
Mode : Single-player
Metacritic : 89%
Platforms : PC | PS5 | Xbox S / X
scroll down
My Role : Designed 3Cs and Weapons
Released : January 2023
Genre : Survival Horror (3rd person Shooter)
Mode : Single-player
Metacritic : 89%
Platforms : PC | PS5 | Xbox S / X
OWNERSHIP
Owned all the Core Player features :
Navigation (Ground, 0G*),
Controls,
Camera,
Weapons & Upgrades,
Health,
Suits,
Powers (Stasis, Kinesis)*,
and Abilities (Melee, Stomp)*.
*I got these features to
~ Alpha but another designer finished them.
THINKING
MANDATE
Offer the player a core gameplay experience that feels authentic to the original, but modernized.
STRATEGY
Make navigation and controls more responsive (à la Dead Space 2).
Keep weapon main fire modes as-is, but add new secondary fire modes that enable crowd control.
METHOD
Reverse-engineer core gameplay by playing the original game and by mining the web.
IN-ENGINE
Examples of in-engine work I've done :
Tuned 3Cs, Weapons & their upgrades.
Implemented 'Hand Cannon' easter egg weapon.
Curated gameplay gym ; a centralized testing hub for all gameplay features.
Prototyped then implemented 'Goo' data prefabs to enable Level Designers to create 'Goo' networks.
Scripted logic to activate the Ice shader on the player's suit to freeze it when they are in 0G sections and melt it when they exit.
Created script interface to expose shader parameters to artists so they could procedurally animate the built-in lights on the Player's armors.
My Role : Designed 3Cs and Weapons
Released : January 2023
Genre : Survival Horror (3rd person Shooter)
Mode : Single-player
Metacritic : 89%
Platforms : PC | PS5 | Xbox S / X
OWNERSHIP
Owned all the Core Player features :
Navigation (Ground, 0G*),
Controls,
Camera,
Weapons & Upgrades,
Health,
Suits,
Powers (Stasis, Kinesis)*,
and Abilities (Melee, Stomp)*.
*I got these features to
~ Alpha but another designer finished them.
THINKING
MANDATE
Offer the player a core gameplay experience that feels authentic to the original, but modernized.
STRATEGY
Make navigation and controls more responsive (à la Dead Space 2).
Keep weapon main fire modes as-is, but add new secondary fire modes that enable crowd control.
METHOD
Reverse-engineer core gameplay by playing the original game and by mining the web.
IN-ENGINE
Examples of in-engine work I've done :
Tuned 3Cs, Weapons & their upgrades.
Implemented 'Hand Cannon' easter egg weapon.
Curated gameplay gym ; a centralized testing hub for all gameplay features.
Prototyped then implemented 'Goo' data prefabs to enable Level Designers to create 'Goo' networks.
Scripted logic to activate the Ice shader on the player's suit to freeze it when they are in 0G sections and melt it when they exit.
Created script interface to expose shader parameters to artists so they could procedurally animate the built-in lights on the Player's armors.
My Role : Designed 3Cs and Weapons
Released : January 2023
Genre : Survival Horror (3rd person Shooter)
Mode : Single-player
Metacritic : 89%
Platforms : PC | PS5 | Xbox S / X
OWNERSHIP
Owned all the Core Player features :
Navigation (Ground, 0G*),
Controls,
Camera,
Weapons & Upgrades,
Health,
Suits,
Powers (Stasis, Kinesis)*,
and Abilities (Melee, Stomp)*.
*I got these features to
~ Alpha but another designer finished them.
THINKING
MANDATE
Offer the player a core gameplay experience that feels authentic to the original, but modernized.
STRATEGY
Make navigation and controls more responsive (à la Dead Space 2).
Keep weapon main fire modes as-is, but add new secondary fire modes that enable crowd control.
METHOD
Reverse-engineer core gameplay by playing the original game and by mining the web.
IN-ENGINE
Examples of in-engine work I've done :
Tuned 3Cs, Weapons & their upgrades.
Implemented 'Hand Cannon' easter egg weapon.
Curated gameplay gym ; a centralized testing hub for all gameplay features.
Prototyped then implemented 'Goo' data prefabs to enable Level Designers to create 'Goo' networks.
Scripted logic to activate the Ice shader on the player's suit to freeze it when they are in 0G sections and melt it when they exit.
Created script interface to expose shader parameters to artists so they could procedurally animate the built-in lights on the Player's armors.
My Role : Designed 3Cs and Weapons
Released : January 2023
Genre : Survival Horror (3rd person Shooter)
Mode : Single-player
Metacritic : 89%
Platforms : PC | PS5 | Xbox S / X
OWNERSHIP
Owned all the Core Player features :
Navigation (Ground, 0G*),
Controls,
Camera,
Weapons & Upgrades,
Health,
Suits,
Powers (Stasis, Kinesis)*,
and Abilities (Melee, Stomp)*.
*I got these features to
~ Alpha but another designer finished them.
THINKING
MANDATE
Offer the player a core gameplay experience that feels authentic to the original, but modernized.
STRATEGY
Make navigation and controls more responsive (à la Dead Space 2).
Keep weapon main fire modes as-is, but add new secondary fire modes that enable crowd control.
METHOD
Reverse-engineer core gameplay by playing the original game and by mining the web.
IN-ENGINE
Examples of in-engine work I've done :
Tuned 3Cs, Weapons & their upgrades.
Implemented 'Hand Cannon' easter egg weapon.
Curated gameplay gym ; a centralized testing hub for all gameplay features.
Prototyped then implemented 'Goo' data prefabs to enable Level Designers to create 'Goo' networks.
Scripted logic to activate the Ice shader on the player's suit to freeze it when they are in 0G sections and melt it when they exit.
Created script interface to expose shader parameters to artists so they could procedurally animate the built-in lights on the Player's armors.
CAREER
CAREER
Over the last 18 years, I've worked for several AAA studios.
Over the last 18 years, I've worked for several AAA studios.
THE BIRD THAT DRINKS TEARS
DRAGON AGE : DREADWOLF
STAR WARS : SQUADRONS
STAR WARS : BATTLEFRONT II
SHADOW OF THE TOMBRAIDER
ASSASSIN'S CREED 3
PRINCE OF PERSIA : FORGOTTEN SANDS
ASSASSIN'S CREED 2
PRINCE OF PERSIA
ASSASSIN'S CREED
THE BIRD THAT DRINKS TEARS
DRAGON AGE : DREADWOLF
STAR WARS : SQUADRONS
STAR WARS : BATTLEFRONT II
SHADOW OF THE TOMBRAIDER
ASSASSIN'S CREED 3
PRINCE OF PERSIA : FORGOTTEN SANDS
ASSASSIN'S CREED 2
PRINCE OF PERSIA
ASSASSIN'S CREED
THE BIRD THAT DRINKS TEARS
DRAGON AGE : DREADWOLF
STAR WARS : SQUADRONS
STAR WARS : BATTLEFRONT II
SHADOW OF THE TOMBRAIDER
ASSASSIN'S CREED 3
PRINCE OF PERSIA : FORGOTTEN SANDS
ASSASSIN'S CREED 2
PRINCE OF PERSIA
ASSASSIN'S CREED
THE BIRD THAT DRINKS TEARS
DRAGON AGE : DREADWOLF
STAR WARS : SQUADRONS
STAR WARS : BATTLEFRONT II
SHADOW OF THE TOMBRAIDER
ASSASSIN'S CREED 3
PRINCE OF PERSIA : FORGOTTEN SANDS
ASSASSIN'S CREED 2
PRINCE OF PERSIA
ASSASSIN'S CREED
I've worked on a bunch of AAA games, other than DEAD SPACE.
I've worked on a bunch of AAA games, other than DEAD SPACE.
THE BIRD THAT DRINKS TEARS
DRAGON AGE : DREADWOLF
STAR WARS : SQUADRONS
STAR WARS : BATTLEFRONT II
SHADOW OF THE TOMBRAIDER
ASSASSIN'S CREED 3
PRINCE OF PERSIA : FORGOTTEN SANDS
ASSASSIN'S CREED 2
PRINCE OF PERSIA
ASSASSIN'S CREED
THE BIRD THAT DRINKS TEARS
DRAGON AGE : DREADWOLF
STAR WARS : SQUADRONS
STAR WARS : BATTLEFRONT II
SHADOW OF THE TOMBRAIDER
ASSASSIN'S CREED 3
PRINCE OF PERSIA : FORGOTTEN SANDS
ASSASSIN'S CREED 2
PRINCE OF PERSIA
ASSASSIN'S CREED
THE BIRD THAT DRINKS TEARS
DRAGON AGE : DREADWOLF
STAR WARS : SQUADRONS
STAR WARS : BATTLEFRONT II
SHADOW OF THE TOMBRAIDER
ASSASSIN'S CREED 3
PRINCE OF PERSIA : FORGOTTEN SANDS
ASSASSIN'S CREED 2
PRINCE OF PERSIA
ASSASSIN'S CREED
THE BIRD THAT DRINKS TEARS
DRAGON AGE : DREADWOLF
STAR WARS : SQUADRONS
STAR WARS : BATTLEFRONT II
SHADOW OF THE TOMBRAIDER
ASSASSIN'S CREED 3
PRINCE OF PERSIA : FORGOTTEN SANDS
ASSASSIN'S CREED 2
PRINCE OF PERSIA
ASSASSIN'S CREED
THE BIRD THAT DRINKS TEARS
DRAGON AGE : DREADWOLF
STAR WARS : SQUADRONS
STAR WARS : BATTLEFRONT II
SHADOW OF THE TOMBRAIDER
ASSASSIN'S CREED 3
PRINCE OF PERSIA : FORGOTTEN SANDS
ASSASSIN'S CREED 2
PRINCE OF PERSIA
ASSASSIN'S CREED
THE BIRD THAT DRINKS TEARS
DRAGON AGE : DREADWOLF
STAR WARS : SQUADRONS
STAR WARS : BATTLEFRONT II
SHADOW OF THE TOMBRAIDER
ASSASSIN'S CREED 3
PRINCE OF PERSIA : FORGOTTEN SANDS
ASSASSIN'S CREED 2
PRINCE OF PERSIA
ASSASSIN'S CREED
THE BIRD THAT DRINKS TEARS
DRAGON AGE : DREADWOLF
STAR WARS : SQUADRONS
STAR WARS : BATTLEFRONT II
SHADOW OF THE TOMBRAIDER
ASSASSIN'S CREED 3
PRINCE OF PERSIA : FORGOTTEN SANDS
ASSASSIN'S CREED 2
PRINCE OF PERSIA
ASSASSIN'S CREED
THE BIRD THAT DRINKS TEARS
DRAGON AGE : DREADWOLF
STAR WARS : SQUADRONS
STAR WARS : BATTLEFRONT II
SHADOW OF THE TOMBRAIDER
ASSASSIN'S CREED 3
PRINCE OF PERSIA : FORGOTTEN SANDS
ASSASSIN'S CREED 2
PRINCE OF PERSIA
ASSASSIN'S CREED
Putting it all together, here's the timeline of my career.
Putting it all together, here's the timeline of my career.
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