About Me

Born in 1996, I live in Montreal, where I am pursuing a BEng in Computer Engineering at McGill University, expecting to graduate in 2018. I first began to teach myself 3D art in 2010, and have been programming since 2007.

Contact Info

I recommend using email to contact me for the fastest response.


Work Experience

CAE Healthcare

May 2017 – August 2017

• Worked on various AR/VR projects using Unity to target the HoloLens, generally for use with medical simulators

• Was primarily tasked with UI, graphics shaders, networking, and core game loop development

• Also focused on optimization and experimental feature development, as well as helping with testing

• Mostly worked on VimedixAR, which went on to win the 2017 Unity Impact Award

• Successfully created a demo HoloLens application within a two-week deadline, and it was well received by the clients

Kinematic Soup

Summers of 2014, 2015, 2016

• Designed, created the assets for, scripted, and tested a multiplayer game for mobile devices using Unity and KinematicSoup’s multiplayer technologies

• Collaborated in the development of a multiplayer server and corresponding Unity client

• Created and conducted tests for Scene Fusion, a Unity editor tool, as well as participating in its development.


May 2014

• Modified 3D game assets to import into Unreal Engine 4 optimally

• Reworked the topology, animations, and textures to achieve better results

Unity Pictures Group

May 2012 - May 2013

• Created a full game environment and characters for a prototype 3D mobile web game

• Later worked with a team to build a full version, where I was responsible for character optimization, rigging, and animation


October 2010

• Created an animation for use on the company website

Other Projects

Boost Blasters

October 2017 - Ongoing

• A 3D racing game made in Unity that I originally prototyped during a game jam

• Supports 4 player splitscreen multiplayer

• Has replays that can be saved and shared

A Distant Path

January 2017 - April 2017

• A networked multiplayer prototype game created for the 2017 Ubisoft Game Lab competition

• I was responsible for directing the artwork and scripting visual effects and shaders

• Also focused on optimization and bug fixing

USS Constitution

November 2016 - Ongoing

• A project to reconstruct and sumulate a 18th century frigate in Unreal Engine 4

• Will allow player to walk around the spar and gun decks

First Person Shooter

November 2012 - Ongoing

• A personal project to build a FPS game

• I created the character, weapon, and environment art

• The level is procedurally generated each time the player starts the game, with AI that takes advantage of this for optimal navigation

• Leverages modular assets to randomly generate a level environment when started

Game Timer

December 2015, 2016

• A personal project to create a board game timer for mobile devices using Unity

• Has user and game profiles that store settings


January 2011 - May 2012

• Worked remotely on an open source kart racing game with a team of 20 members from around the world

• Modelled, textured, rigged, and animated characters and karts

• Created a modular character system for NPCs to allow for random variations

3D Software

Unity, Unreal Engine 4, Blender, Maya, ZBrush, Photoshop, Quixel Suite, Gimp, xNormal

Programming Languages

C#, Java, C/C++, ARM Assembly, Python, Visual Basic, HTML, JavaScript, and HSLS

Other Software

Windows, Linux, Git, GitHub, Visual Studio, Eclipse, Dreamweaver, Premier, After Effects, Microsoft Office, Audacity