A Conversation With… Mohit Punia

This time A Conversation with… Headed back overseas to India, where we found Mohit Punia from our 9th graduating class working as a lead Designer in India.


  •       Tell me about what you are doing now in the Games Industry

I am working as a Lead game designer at Aquimo sports Pvt. Ltd. in India. We are currently developing motion sensor based sports titles for Mobile platform. As a lead I take care of game’s complete design from concept to release and then regular updates.  However that’s just 50% of the job the rest includes actively working with art and dev team to execute, troubleshoot or polish the design. If required I also help manage the product. Overall I love all aspects of game development.

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A Conversation with… Alex Weatherston

This time A Conversation with… headed overseas to find a grad from our 9th class of Game Design, Alex Weatherston is working at Massive Entertainment in Sweden.


  • Tell me about what you are doing now in the Games Industry

I’m currently working as a UI Designer at Massive Entertainment in Malmo, Sweden on Tom Clancy’s The Division. The title of UI Designer is a bit deceptive as I tend to end up creating designs across the entire project that don’t neatly fit into just “UI” like the seamless online sections.

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A Conversation with… Kyle Jensen

This time A Conversation with… tracked down Kyle Jensen who is working at United Front Games, Kyle was also from our 9th graduating class.


Tell me about what you are doing now in the Games Industry

I am currently a Game Designer at United Front Games in Vancouver. I’ve worked on Sleeping Dogs, Sleeping Dogs DLC, and currently working on an unannounced title with Nexon. On the Sleeping Dogs projects, I was mainly a combat designer where I helped design and implement combat gameplay. More recently, I’ve had my hand in level design and ability design. Overall, I am much more of a technical designer these days, where I am able to rapidly prototype features to help get my designs across to the rest of the team.

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A Conversation with… Scott Morin

This time A Conversation with… tracked down Scott Morin who is teaching Level Design here at VFS, Scott was from our 9th graduating class.


  • Tell me about what you are doing now in the Games Industry

After a few years of jumping studio to studio from the west coast of Canada to the east, I find myself back where it started – at Vancouver Film School. This time around I’m on the other side of the fence, teaching level design. I teach all of the four level design courses here at VFS; theory, practical, application and specialization. I also get to mentor and guide the students along the development of their final projects.

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A Conversation with… Shadi Dadenji

This time A Conversation with… tracked down Shadi Dadenji, from our 9th graduating class, who just finished the Witcher 3.


  •  Tell me about what you are doing now in the Games Industry

I had just finished toiling away on The Witcher 3 in Warsaw before moving to Guerrilla Games in Amsterdam where I’m now a senior technical designer on Horizon: Zero Dawn (chances are you just saw the announcement at e3)

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On the Level with Elliott Walton and Braden Bahen

We have a special holiday edition of On the Level where I had a chance to talk with not one but two former Game Design graduates, Elliott Walton of GD14 and Braden Bahen of GD09. Both of whom recently released Assassin’s Creed: Rogue working as Level Designers at Ubisoft Quebec.

Is it nerve-racking to be working on an existing franchise with such a large established fan base?

Elliott Walton: Absolutely! That being said I don’t personally tend to concentrate too much on those aspects during production and instead just focus on creating interesting gameplay and situations to put the player into. We usually have an overarching storyline to pay attention to that spans multiple titles, but one thing I love about working on the franchise is the excitement of presenting the next location and characters. For me it keeps things fresh and interesting. Of course we will always have to work with constraints but that can really be said about any title whether it is a new IP or a very established franchise such as Assassin’s Creed.  That being said, announcement dates and release dates are always exciting and nerve racking for me.

Braden Bahen: Yes and no. You certainly can feel the pressure online from the fans to provide them with the best Assassin’s Creed game possible. AC fans are an intelligent bunch who want to experience great stories and interesting historic periods inside a rewarding game. They are also vocal about what they love and what they hate in games. The pressure can sometimes get to you and you can get frustrated but its part of the job, frankly.

I frequently check out /r/assassinscreed and read through it to get a sense of what the really passionate fans have to say at the moment. There are often lots of good points I agree with and lots of good points I disagree with but you can’t please everyone.  At the end of the day we all want to make the best game possible and that’s what keeps us pushing on.
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