Introduction: I had the privilege of joining Ubisoft Düsseldorf as one of the first level designers on Assassin’s Creed Nexus VR, progressing from foundational architecture through senior iteration to lead over 4 years of development. I designed and shipped the Italy level content for the Oculus platform alongside a multidisciplinary team, establishing standards and mentoring designers that carried through to launch.

Platform: Oculus VR | Time: 4 years | Role: Level Designer → Senior Level Designer → Lead Level Designer | Team Size: ~15 (level/design) | Design Goal: Deliver immersive, high-fidelity Italy missions grounded in AC lore while establishing scalable design architecture.
My Contributions
Foundational Work
- Established a content extraction pipeline from Assassin’s Creed 2, collaborating with original AC2 team members and technical art to recover and validate legacy assets—work that became training documentation for art teams across Ubisoft.
- Translated narrative briefs into foundational level design documents for Return to Monteriggioni and Cult of Hermes Reborn, working directly with directors for validation.
- Collaborated with mission tech teams to architect scripting standards and methodologies that became the reference for all Italy missions shipped.
Senior Iteration & Delivery
- Owned execution and iteration on Return to Monteriggioni and Cult of Hermes Reborn, delivering golden flow, puzzle support, narrative integration, enemy encounter design, and cross-disciplinary collaboration (audio, VFX, environment art).
- Cult Headquarters: Designed and delivered this bespoke space from concepting through final dressing—touching level design, scripting, blockout, audio, narrative support, and environmental art integration.
- Designed Venice Carnival and Leonardo’s Workshop experiences, each requiring tight narrative pacing and spatial storytelling.
Leadership
- Led a team of technical and level designers through launch, shifting focus to critical refactors and high-risk technical work while empowering team autonomy and growth.
- Mentored external designers and onboarded new team members with documentation and knowledge transfer.
- Supported hiring efforts through CV assessment and candidate evaluation.
Outcome
Assassin’s Creed Nexus VR launched to critical acclaim and industry recognition, validating our design pillars of immersion, agency, and environmental storytelling in VR.





















































































































