Game Design
- Strong grasp of Game Design and Product Management
- Systems modeling and balance
- UI/Usability Design with mockups and flowcharting
- Pitch documents and executive pitching
- Level Design Fundamentals - 2D concepting to 3D world building
- Experience in multiple engines (Game Maker, UDK, Unity..)
- User testing, pre-and-post launch Metrics Analysis
3D Art
- Strong Art fundamentals
- Studied in anatomy, kinesiology, architecture
- Strong traditional sculptor
- Texture painting in a wide range of styles - painterly to realistic
- Maya, 3DS Max
- ZBrush, Mudbox
- xNormal, Crazybump, Topogun, 3DCoat
- Photoshop
- Illustrator and Flash Vector Art
- Love improving processes, PASSIONATE ABOUT GAMES AND ART!
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The Art Institute of California - San Francisco
Bachelor of Science in Game Art and Design, September 2009.
Coursework includes: Traditional / Digital Art, Game / Level Design, Computer Applications, and Production classes. |
11/09 - Current - Zynga (http://www.zynga.com)
Game Designer
- Model and tune complex gameplay systems, from Achievement and Combat systems to Quest and Energy systems.
- Work closely with Artists and Programmers to implement the PM team's vision.
- Wrote content such as adventure narrative, flavorful feed form copy, bot opponent stats, miscellaneous dialog copy.
- Designed UI with usability principles in mind.
- Pitched new concepts to executives.
- Worked with Product Managers to diagnose metrics issues.
- Traveled to India to hand off game design duties and train staff in a variety of disciplines from project management, to usability, product management and game design.
04/09 - 11/09 - SudoScape, LLC
3D Character Art Intern
- Helped set up 3D to Flash pipeline for an unnanounced browser-based MMO: set up rendering environment (materials and cameras), helped architect the cloth dyeing and swappable armor systems.
- Concepted characters and armors.
- Modeled characters, armors, and creatures and painted them with stylized toony textures.
07/09 - 11/09 - theBroth (http://www.thebroth.com)
Junior Game Designer / Vector Artist
- Spent some time as a vector artist - illustrated some props and buildings for Barn Buddy - a farming game for Face Book.
- Pitched features to executives, designed low level game systems for Barn Buddy.
08/05 - 02/06 - Electronic Arts. (http://www.ea.com)
Language Integration Tester
- Wrote and executed testing plans for a variety of SKUs on multiple platforms across 5 projects.
- Tested AAA games in various stages of production for general, first party, and language bugs.
- Worked with translators to uncover language bugs.
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/ AWARDS
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09/08 - 09/09 Down For Maintenance Games – San Francisco, CA.
(http://www.fullmoonmanor.com)
Project Manager / Game Designer / Artist
My duties include planning and scheduling milestones, assigning tickets to team members, contributing to and editing the game design document, and character + environment art for Full Moon Manor, a 2D puzzle platformer game for the PC nearing completion. (School Senior Project)
- Finalist in the South by Southwest (SXSW) Screenburn Game Design Competition for my original game design FLOAT, a casual game designed for the iPhone / DS / PC.
- Finalist in the South by Southwest (SXSW) Screenburn Game Design Competition for my team's game design Full Moon Manor, a casual game designed for the PC / Web.
- Project Manager / Game Designer / Artist on CAEN – a WWII themed student mod for Unreal 3, SPR08 - FA08. My duties included scheduling milestones, assigning work to team members, reviewing work and adjusting schedules, writing the game design document, and miscellaneous modeling + texture work.
- Game Developer's Conference: Conference Associate. 2006-2009.
My duties included facilitating speaker sessions, manning expo booths, general attendee customer service, and networking with games industry folks in my spare time.
- Awarded "Best in Class" by a faculty jury in Life Drawing class, Spring 2007.
- Character Maquette "Dobbs McKraken - Space Pirate" on display at the Art Institute of CA-SF SPR07 - Current.
- Co-designed the “Chemical Existence” total conversion modification for Half-Life that received an invitation to the Valve Mod Expo '99.
- Avid Tabletop Gamer.
References available upon request.
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