2010 - 2011 - Ubisoft Montréal
- Production and post production
- Held full responsibility of a feature that helped retention and engagement.
- Spearheaded the design of the PC port.
Rock Paper Shotgun: "You ping between investing in shops, leveling up your assassins and buying new weapons with the same sort of rapid-fire, distracted fluidity as Ezio does from roof to roof. Do what you want. In general, the game has little interest in making you work too hard, and certainly not in suffering."