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  <url>
    <loc>http://www.ifyfe.com/ubisoft-quebec</loc>
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    <lastmod>2024-07-17</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/54c1a683e4b07ef545226001/1549384218851-S3N8JBRMZGSW0IZNPTRH/assassins-creed-odyssey-uhd-4k-wallpaper.jpg</image:loc>
      <image:title>Ubisoft Quebec - Assassin's Creed Odyssey</image:title>
      <image:caption>Starting in June 2016 and until release in fall 2018, I worked with the team at Ubisoft Quebec to create the world of Assassin’s Creed Odyssey. When I first joined the team I helped develop the concept and research phase for several mainland regions, such as Macedonia, and Messenia, as well as the same work for the large majority of the island regions. From there I worked alongside Level Artists to bring regions from a white box state to the final state. I worked with a variety of regions including, Corinthia, Phokis, Lakonia, and Arcadia, until I became the world content owner of the Region of Elis. Here I worked to create several gameplay locations, interesting POIs and help bring the region housing the Olympics to life. During this time I also became the content owner of the Meta AI Network for all of Greece. With this task I learned the intricacies of our AI systems, I was responsible for making sure my fellow teammates understood the systems as well, and implementing features involving it such as the Follow Road feature for the horse.</image:caption>
    </image:image>
    <image:image>
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      <image:title>Ubisoft Quebec - Fields of Elysium: Minos's Faith</image:title>
      <image:caption>All photos in this album is credited to Novi. Follow them at https://twitter.com/NoviKaiba23. For the 1st Episode of the Assassin’s Creed Odyssey, Fate of Atlantis DLC, Fields of Elysium, I worked primarily on the western most region of Elysium, Minos’s Faith. My worked spanned 6 POI areas, and several smaller areas. I also worked with the Quest team in this region to help fully realize any Quest objective locations. The 2 primary POIs were the fortress, The Mausoleum of the Kingless Queen and the ruins, The Ruins of Rhadamanthus. I worked to create unique and enjoyable play spaces through a variety of parkour, gameplay elements, and combat situations.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54c1a683e4b07ef545226001/1567517933930-UDK9GC9895ZXEWRT8RCG/48627368757_5e13a21954_o.png</image:loc>
      <image:title>Ubisoft Quebec - Fate of Atlantis: Judgement of Atlantis</image:title>
      <image:caption>All photos in this album is credited to Novi. Follow them at https://twitter.com/NoviKaiba23. For the 3rd chapter of the Fate of Atlantis DLC, I had ownership over the western part of Atlantis and the implementation of the ISU Codices and Hidden Notes throughout the world. My work spanned 6 POIs; which included 3 Domas, 2 Archives, and 1 Mine, and 60 Lore Objects which included 47 Isu Codices and 13 Hidden Notes. My role was to facilitate gameplay through a variety of parkour, gameplay ingredients, and combat opportunities.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54c1a683e4b07ef545226001/1682609270044-QERQCA7ODZYHHKMUC52J/Immortals+Fenyx+Rising+Screenshot+2021.01.28+-+01.12.39.84.png</image:loc>
      <image:title>Ubisoft Quebec - Immortals Fenyx Rising - Vault of Ares</image:title>
      <image:caption>Marked photos in this album is credited to Kristoffer | Spiggy. Follow them at https://twitter.com/Spiggy_Smalls. During the development of Immortals: Fenyx Rising, I had ownership over the Ares God Dungeon and the Floating Orichalcum Cube asset. My work involved the ownership, implementation, and puzzle direction surrounding the Orichalcum Cube, the integration of the Kottos the All Seeing boss fight. My role was to facilitate gameplay through a variety of puzzle gameplay ingredients, and combat opportunities. I also worked to encorporate this experience into the larger experience of the Ares Quest line.</image:caption>
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  <url>
    <loc>http://www.ifyfe.com/ubitoronto</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-09-09</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/54c1a683e4b07ef545226001/1595093636510-W9IGG6V5ZVWMHPEYSZIK/image-asset.jpeg</image:loc>
      <image:title>Ubisoft Toronto - Far Cry 6</image:title>
      <image:caption>Started January 2020 as a Level Designer for Far Cry 6. The role requires ownership over gameplay locations, as well as any ingredients or scripts which are necessary to facilitate the Fort capture gameplay loop and Enemy AI. As an Level Designer I owned the Southern Fort Santa Maria, Espinosa University, and Dulce Sugar Mill, as well as several other smaller checkpoint and campsites.</image:caption>
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  <url>
    <loc>http://www.ifyfe.com/bioware</loc>
    <changefreq>daily</changefreq>
    <priority>1.0</priority>
    <lastmod>2025-09-09</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54c1a683e4b07ef545226001/1720977170635-4PJ0LMW0WRLEOW0EWIT8/DAVCoverArt.png</image:loc>
      <image:title>Bioware - Dragon Age The Veilguard</image:title>
      <image:caption>Starting in June 2021, I worked with the team at Bioware to create the world of Dragon Age The Veilguard. My role was as a Region Designer for the Hossberg Wetlands Region, and a Quest Designer for “The Waiting Stone”, and “The Profane and The Lost” missions. As a Region Designer I worked along side many teams to bring the area of the Hossberg Wetlands to life, as well as lay a foundation for our exploration content. As Quest Designer, I helped implement and develop the flow for the missions I was owner of in order to engage the player. I worked to create challenging and interesting combats, and highlight important player driven moments.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54c1a683e4b07ef545226001/1739903860135-FUY9AAIL7CB3GZ436J9K/DAV+879.Final.png</image:loc>
      <image:title>Bioware - The Profane City</image:title>
      <image:caption>The Profane City level was the climax level for Davrin’s questline. I inherited this map from an LD after the concept phase was completed and initial white boxing was done. As such the main story points and design flow had been pre-approved and my goal was to help realize this work as it was presented to me. I worked a lot with creating meaningful moments which incorporated Assan and Davrin, create moments that help realize actions the player took previously in the game, and implement the final fight with the Gloom Howler.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54c1a683e4b07ef545226001/1739903538914-8CCRKDX6QP41JU9CIPTP/DAV+916.Final.png</image:loc>
      <image:title>Bioware - The Hossberg Wetlands</image:title>
      <image:caption>The Hossberg Wetlands was among one of the first explorative levels developed for the game. As such it was often utilized as a test bed for exploration content, questlines, and gameplay. The wetlands also housed the Davrin questline “The Cauldron”, the Grey Warden questlines, and the “Fire and Ice” main path quest. I was responsible for various points of all these quests and ensuring that they were implemented in ways which would integrate into the over arching level and game. The Hossberg Wetlands also provide the space for the Grey Wardens sanctum within Lavendel. I worked with several teams realizing this space as a dynamic base of operations for the Grey Wardens which would evolve and grow as the story progressed.</image:caption>
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    <image:image>
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      <image:title>Bioware - The Deep Roads</image:title>
      <image:caption>The Deep Roads was a level made to house the Harding Questline “The Waiting Stone”, where we first met the Kal Sharok dwarves. My task was to realize the written quest into gameplay and highlight the significance of this area in the context of Thedas. We also had a goal to utilize this quest to build dread towards Harding’s future and highlight that something sinister is literally loaming in the background at points.</image:caption>
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  <url>
    <loc>http://www.ifyfe.com/new-index</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2021-11-18</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/54c1a683e4b07ef545226001/1939e0d9-bce2-4b7e-a32d-eda7755ee6ec/bpr-header.jpg</image:loc>
      <image:title>Game Projects - Pokemon Rival Challenge</image:title>
      <image:caption>Pokemon Rivals Challenge</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://www.ifyfe.com/about-forte</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-09-09</lastmod>
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