PROFESSIONAL PROFILE


Skilled, well-rounded designer with experience in multiple specialties. Detail oriented with major strengths in narrative and level design.

  • Thrive under pressure
  • Excellent written and verbal communication skills
  • Three years of experience working in both small and large groups
  • Experience working with tight schedules and milestones
  • Flexible and open to critique
  • Able to quickly adapt to new technologies
  • Detail oriented level design approach
  • Keen understanding of lighting as a tool to direct play
  • Fundamental experience in digital drawing and 3D modeling
  • Strong narrative writing and character work
  • Experience with group management and time-tracking
  • Two years of Japanese, comfortable with conversational speaking and writing

TECHNOLOGY PROFILE


  • Unreal 3 Editor, Kismet & Matinée
  • Unity 3D
  • Torque & Torque 3D
  • Photoshop CS4
  • Microsoft Office
  • SVN & GIT
  • Fundamental C++
  • Maya 8
  • 3DS Max 2010
  • Microsoft IME

PROJECT EXPERIENCE


External & Internal Quality Assurance, Jan 2010-Present
Head of External & Internal QA
Unity 3D, Torque 3D, Flash

  • Responsible for QA system implementation and management.
  • Heading team of over 50 individuals responsible for QA on eight individual titles.
  • Work directly with project producers to facilitate testing needs.

UNFPA: Ending Violence Against Women, Nov 2009 – Present
Game Designer & Voice Actor
Flash

  • Serious game project for the United Nations through the Emergent Media Center.
  • Construct levels using XML and Illustrator, work with design team to overcome obstacles.
  • Provide stand-in voice acting for interim build to be tested overseas.

Darkest at Dusk, Adventure (PC & MAC) Sept – Dec 2009
Lead Narrative Designer & Co-Lead Designer
Unity 3D

  • Responsible for base concept and co-authoring of overall design.
  • Creation of world history, responsible for character work and in-game writing.
  • Direct work with art team on necessary designs and physical implementation.
  • Creation and maintenance of on line narrative & design documentation.

Sanctum, Rail Shooter (iPhone) Jan – March 2009
Lead Designer & Producer
Unity 3D iPhone

  • Responsible for overall design of world, characters and gameplay.
  • Worked directly with the programming team to solve problems and create alternate solutions.
  • Three person team responsible for working iPhone prototype.

EDUCATION


Champlain College May 2010
BS in Electronic Game Design & Interactive Development with a Specialization in Design

  • Advanced Seminar in Game Design
  • Conceptual Game Design
  • Interactive Storytelling
  • 3D Modeling and Animation
  • Drawing for Game Design
  • Level Design
  • Game Production I & II

Attended Montreal International Game Summit 2009
Attended Game Developer’s Conference S.F. 2010

WORK EXPERIENCE


Kroger, West Chester, OH 2008
Customer Sales Associate

  • Assisted customers in resolving problems.
  • Communicated with and worked as part of a large team.

McDonalds, Plainville, MA 2003-2005
Cook, Drive Thru & Cashier

  • Functioned in a team based environment.
  • Demonstrated flexibility working in multiple positions.

Recommendations available at LinkedIn or upon request.