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Revision of the developer bio for Wesley Pincombe

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Revised ThingRevision of the developer bio for Wesley Pincombe
Revision Typeedit
What ChangedBiography
BiographyIn 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.

Change Comparison

Biography
In 2003 Wesley Pincombe left his career as an application programmer to pursue his dream of becoming a video game designer.¶

Before applying to <moby company="Artificial Mind">Artificial Mind & Movement</moby> 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 to the company’s handheld development team. Here, he worked on several titles such as <moby game="Kim Possible 2: Drakken&#39;s Demise">Kim Possible 2: Drakken's Demise</moby> 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, <moby game="Chicken Little">Chicken Little</moby> for the Nintendo Gameboy Advance. ¶

Chicken Little became a commercial success for A2M and drew several great critics from reviewers, thus cementing Wesley’s career as a game designer.¶

Wesley would continue 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 <moby company="Ubisoft Canada">Ubisoft</moby> in late 2006 and accepted a game designer position within their new Quebec City studio.¶

In 2008, Wesley was promoted to Lead Game Designer.¶

Currently still at Ubisoft, Wesley continues designing video games for handheld and home consoles.
Biography
In 2003 Wesley Pincombe left his career as an application programmer to pursue his dream of becoming a video game designer.¶

Before applying to <moby company="Artificial Mind">Artificial Mind & Movement</moby> 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 <moby game="Kim Possible 2: Drakken&#39;s Demise">Kim Possible 2: Drakken's Demise</moby> 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, <moby game="Chicken Little">Chicken Little</moby> 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 <moby company="Ubisoft Canada">Ubisoft</moby> 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.

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Revision Rev # When What Changed Revised By Status Revision Type
view changes 1 Dec 21, 2010 Biography Wesley Pincombe (6) Approved edit