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Ex SEGA and Ubisoft Senior Technical Level Designer and UI Tech Artist
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Design Division Manager / Lead Course & Level Designer
SEGA • Tiempo completo
Jan 1995 - Dec 2005 • 10 yrs 11 mos
Designed 110+ high-precision topology stages for the original Monkey Ball. Formulated dynamic three-dimensional layout physics and high-speed structural pacing for F-Zero GX/AX. Orchestrated custom camera tracks and real-time narrative triggers across advanced arcade and console hardware including MODEL3, HIKARU, and Dreamcast.