|Assassin's Creed: Rogue - Remastered (2018)||(Game Director)|
|For Honor (2017)||(Additional Game Director)|
|Assassin's Creed: Syndicate (2015)||(Game Director Co-Dev)|
|Assassin's Creed: Syndicate - Jack the Ripper (2015)||(Game Director Co-Dev)|
|Assassin's Creed: Rogue (2014)||(Game Director)|
|Assassin's Creed IV: Black Flag - Freedom Cry (2013)||(Game Director)|
|Assassin's Creed III (2012)||(Game Designer)|
|Surf's Up (2007)||(Game Designers)|
|Ed, Edd n Eddy: The Mis-Edventures (2005)||(Game Designers)|
|Scooby-Doo!: Unmasked (2005)||(Additional Level Design)|
|Kim Possible 2: Drakken's Demise (2004)||(Game Designers)|
|Assassin's Creed IV: Black Flag - Freedom Cry (2013)||(Story by)|
|Carmen Sandiego: The Secret of the Stolen Drums (2004)||(Testers)|
|Disney's Home on the Range (2004)||(Testers)|
|Scooby-Doo!: Mystery Mayhem (2004)||(Testers)|
In 2003 Wesley Pincombe left his career as an application programmer to pursue his dream of becoming a video game designer.
Before applying to Artificial Mind & Movement within his hometown of Montreal, he knew he would not easily obtain the video game designer position he so desired. As a result, he applied for a tester position within the company's Quality Assurance department, in the hopes of working his way up to game designer.
After nine months in A2M’s QA department, Wesley was promoted to level designer with the company's handheld development team. Here, he worked on several titles such as Kim Possible 2: Drakken's Demise on the Nintendo Gameboy Advance.
Following his success as level designer and demonstrating his aptitude for designing game mechanics, Wesley was quickly promoted to game designer and charged with designing his first game, Chicken Little for the Nintendo Gameboy Advance.
Chicken Little became a commercial success for A2M and drew several great comments from reviewers, thus cementing Wesley’s career as a game designer.
Wesley continued to work on several more handheld titles for A2M, always aspiring to create the most entertaining games possible within resource limits allocated to his projects.
Longing to work on more extraordinary titles, Wesley applied to Ubisoft in late 2006 and accepted a game designer position within their new Quebec City studio.
In 2008, Wesley was promoted to Lead Game Designer.
After four years at Ubisoft’s Quebec City studio, he left to pursue other career opportunities in the industry.
Last updated: Dec 21, 2010