 Hi, my name is Viro. I'm an associate level design director. Directing, I guess. I take care of what the vision is on level design for the game that we're making. Check with my team about the quality of the work that is being done. We're looking at the pacing of the game, how easy is it to understand for the player, how fun is it fighting creative solutions to design problems that we have every day. I went to university into a program that was teaching video game production. A bunch of everything, 3D modeling, art level design, game design, and learning a bit of all these skills and at some point in the program I specialized in level design. I started my career in 2013 as a level designer. I was working for a very well known open world franchise for many years and with time and experience I got more leadership roles. Quantic Dream was building a level design team here in Montreal and that was an opportunity that I saw and here I am. My first console was a Game Boy at 6 years old so I was playing Zelda, Tetris and you know it became really my hobby. So then I got a Super Nintendo and a lot of other consoles throughout the years and it's always the thing I go back to when I have free time. I think I've always wanted to work in the video game industry except it took me a while to realize that and when I say a while it means I actually studied something completely different and then I changed my career path because I realized that video games were always my passion and yeah so that's where I switched and now I'm really happy in this job. The hardest challenge of my job, I think it's the fact that since we're in a creative environment it's hard to know when to stop iterating because we're always looking for quality so we always want to push more but I guess that's why we have producers to tell us hey you're done, it's good enough. Easiest part, well that's waking up in the morning and doing what I do. My advice is have good attention to detail, be open minded because fighting solution, being creative, that's always about listening to others and discussing about what we want to do and as a designer it's always put yourself in the mindset of the player. A portal to another world.